SHEET TYPE:

Which sheet?

↞⇐⇚ IMAGINE CHARACTER SHEET ⇛⇒↠
MAIN CHARACTER INFO
 Name:     
Race:     
Gender:     
Class:     
Class Type: 
 Title Name:   
Title:   
Goal:   
Exp:   
Next Goal:   
Alignment:   
Tendencies: 
ATTRIBUTE
RATING
MAX
SAVE
ROLL
MOD+/-
MODIFIERS
STRENGTH:
%
Melee ,  Damage ,  Load ,  Speed
AGILITY:
%
Missile ,  Defensive ,  Initiative ,  Speed
VITALITY:
%
Healing ,  Poison Resist %,  Disease Resist %
INTELLIGENCE:
%
Spoken ,  Written ,  Aura Control ,  Initiative ,  Control Resist Adjust %
WISDOM:
%
Piety Control ,  Illusion Resist %,  Control Resist Adjust %
KNOWLEDGE:
%
Class Skills ,  Race Skills ,  Social Skills ,  Memorization Points
APPEARANCE:
%
Morale %,  Control Adjust %,   
CHARM:
%
Morale %,  Control Adjust %
SOCIAL CLASS:
%
Morale %,  Rank
AURA:
%
Magic Resist %,   
PIETY:
%
Commune %  Faith?  
WILL FORCE:
%
Control Resist %  Endure  
CHARACTERISTICS:   
Endurance:    
Perception: 
 
   
Affinity: 
   
Fortune: 
RESISTANCES:  
Magic:  
 
Illusion:  
 
Control:  
 
Poison:  
 
Disease:  
 
 
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Daily/Rest
 
Stand/Up
MOVEMENT:
Walk:
/ /
Jog:
/ /
Run:
/ /
/ /
Travel:
/
Jump:
'/'
FEATURES:   
Height: "  
Frame:   
Weight:  lb.  
   
   
   
 
Handedness:        Age:        Apparent Age:        Maximum Age: 
LANGUAGES:                                         
 
SKILLS
 Racial Skills:       Social Skills:     
None: (No Racial/Trained Skills.)
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
RACIAL/TRAINED SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Specials: 
 Class Skills: 
 Modifiers: 
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 1 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 6 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 2 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 7 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 3 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 8 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 4 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 9 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 5 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
TITLE 10 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
%
%
%
%
TITLE 11 CLASS SKILLS:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
%
TITLE 12 CLASS SKILL:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 13 CLASS SKILL:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 14 CLASS SKILL:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
TITLE 15 CLASS SKILL:
Skill Name
Base
Ability
Chance
ROLL
MOD+/-
%
COMMON SKILLS:
Skill Name
Base
ROLL
MOD+/-
Skill Name
Base
ROLL
MOD+/-
Skill Name
Base
ROLL
MOD+/-
COMMON SOCIAL SKILL:(must know of)
Base
ROLL
MOD+/-
COMBAT
ATTACK SKILL: 
COMBAT MODIFIERS: 
LORE ATTACK SKILL: 
Miss
Miss
Hit
Hit
Hit
Hit
Miss
Miss
Called
Short
Modifier
STR
AGL
INT
Weight
Armor
Other
|
Total
Off Hand
DAMAGE
-
-
-
|
DEFENSIVE
-
-
-
-
|
-
MELEE
-
-
-
-
|
MISSILE
-
-
-
-
|
INITIATIVE
-
-
-
|
-
WEAPON SPEED
-
-
-
|
-
SKILLS
-
-
-
-
-
|
%
%
ROLL INITIATIVE
 SPECIFIC COMBAT MODIFIERS:
Miss
Miss
Hit
Hit
Hit
Hit
Miss
Miss
Called
Short
TOTAL WEAPON PROFICIENCIES: 
USED: 
AVAILABLE: 
   NON-PROFICIENCY PENALTIES --  TO HIT:      COMBAT SKILLS: %
ATTACK
ATKMOD
  PARRY
Prof
Name(Type)[Specials/Mods]
Damage
Str
Speed
Min
Length
Missile
Thrust
Cut
Smash
Skills
Weight
Hit
2H
Off
WL
ML
2Kw
2Lr
Pt.Blank
Short
Medium
Long
Xtrm
 
 
 
 
 None
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
 
 
 
 -
 -
 -
 -
 -
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Weapon Proficiency(Prof)   Weapon Strength(Str) [I]=Invulnerable, [R]=Magic Repair  2H=2 Handed  In Off Hand(Off)  Weapon Lore(WL)  Missile Lore(ML)  2nd Weapon Know.(2Kw)  2nd Weapon Lore(2Lr)  Missile Ranges
   LOBBING ATTACK:         Name:      Damage(4d6+1,etc.)*:      Damage Type: 
   Example:     Weight:     Shape:     Ranges:  PB:    S:    M:    L:    X:
   * Lobbed melee weapons do half damage unless a called shot is made.
   SITUATION MODS:   For  attacks -   Melee:    Missile:    Damage:    Dam Multiple:    Defense:   
   Special: 
Melee Situational Modifiers:
  Critical Skill:
       (x2 Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (No Defense)
  Focused Attack Skill:
       (Max Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (No Defense)
  Temp Damage Modifier:   Extra Damage Dice:      Extra Damage per Die: 
  Surprise: Surprise   (+4 Melee/+6 Dam)           Surprise Attack Skill          (x2 Dam)
  Called Shot: Called Shot   (Miss=Half Damage)
  Position: Side   (+2 Melee/+1 Dam)   Rear   (+4 Melee/+2 Dam)   Above   (+2 Melee/+2 Dam)   Below   (-2 Melee/-2 Dam)
  Target: Against Wall   (+2 Melee/x2 Dam)   Prone/Dazed   (+6 Melee/x2 Dam)   Immobile   (+10 Melee/Max x2 Dam)
  Speed: Brace Skill          (+2 Melee/+2 Dam)   Charging   (+2 Melee/x2 Dam)   Diving   (+3 Melee/x3 Dam)
  Engagement: Standard   (None)   Furious Attack   (+2 Melee/+2 Dam/+4 Defense)   Desperate Defense   (No Attacks/+20% Skills/-4 Defense)     Visibility(Self): Invisible   (+4 Melee/-8 Defense)   Fade(Darkness)   (+4 Melee/-8 Defense)
  Visibility(Target): Invisible   (-8 Melee)   Fade(Darkness)   (-8 Melee)   Fade(Diffuse Light)   (-8 Melee)
                                Fade(Dim Light)   (-6 Melee)   Fade(Normal Light)   (-4 Melee)   Fade(Sunlight)   (-2 Melee)
  Visibility(Environment): Partial Darkness(Dim)   (-4 Melee/+2 Defense)   Darkness   (-8 Melee/No Defense)
  Cover(Target): Against Cover   (-4 Melee)
  Cover(Self): In Cover   (+4 Defense)   In Water   (-4 Melee/+2 Defense)   Underwater   (-2 Melee/-6 Dam/+4 Defense)
  Attacker Disability: Deaf   (-1 Melee/-1 Dam/+1 Defense)   Blind   (-8 Melee/No Defense)
  Target Size Difference: (Bug - Rat - Podling - Fairy - Midfolk - Dwarf - Elf - Human - Ogre - Small Giant - Giant - Large Giant - Titan)
  1-Bigger   (+1 Melee)   2-Bigger   (+2 Melee)   3-Bigger   (+3 Melee)   4-Bigger   (+4 Melee)   5-Bigger   (+5 Melee)   6-Bigger   (+6 Melee)  
  7-Bigger   (+7 Melee)   8-Bigger   (+8 Melee)   9-Bigger   (+9 Melee)   10-Bigger   (+10 Melee)   11-Bigger   (+10 Melee)   12-Bigger   (+10 Melee)  
  1-Smaller   (-1 Melee)   2-Smaller   (-2 Melee)   3-Smaller   (-3 Melee)   4-Smaller   (-4 Melee)   5-Smaller   (-5 Melee)   6-Smaller   (-6 Melee)  
  7-Smaller   (-7 Melee)   8-Smaller   (-8 Melee)   9-Smaller   (-9 Melee)   10-Smaller   (-10 Melee)   11-Smaller   (-11 Melee)   12-Smaller   (-12 Melee)  
  Target Body Area(Optional): Giant(Dragon's Belly)   (+4 Melee)   Large(Dragon's Neck)   (+2 Melee)   Oversize(Centaur Belly)   (+1 Melee)
                                Undersized(Forearm, Mid-Torso, Shin)   (-2 Melee)   Small(Neck)   (-4 Melee)   Tiny(Hand/Foot)   (-6 Melee)
Missile Situational Modifiers:
  Perfect Shot:
       (Max Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (Half Damage)
  Quick Load:
       (Half Reload Speed)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit Fail:  (AGL Save or drop Projectiles)
  Brace Skill:
       (+2 Missile/+2 Dam)
  Temp Damage Modifier:   Extra Damage Dice:      Extra Damage per Die: 
  Surprise: Surprise   (+4 Missile/+6 Dam)            Surprise Attack Skill          (x2 Dam)
  Called Shot: Called Shot   (Miss=Half Damage)
  Aiming: Aim 1 Second:  (+1 Missile)   Aim 2 Seconds:  (+2 Missile)   Aim 3 Seconds:  (+3 Missile)   Aim 4 Seconds:  (+4 Missile)
  Range: Point Blank:  (+2 Missile/+1 per Die)   Short:  (None)   Medium:  (-2 Missile)   Long:  (-4 Missile)   Extreme:  (-6 Missile/-1 per Die/Random Location)
  Wrong Type/Size Projectile: Wrong Type/Size:  (-2 Missile)   Override Type Check:  (Removes Check)
  Multiple Weapons/Projectiles: 2 Missile Weapons   (-4 Missile)   2 Projectiles   (-4 Missile/-6 Dam)   3 Projectiles   (-8 Missile/-12 Dam)
  Visibility(Target): Invisible   (-8 Missile)   Fade(Darkness)   (-8 Missile)   Fade(Diffuse Light)   (-8 Missile)
                                Fade(Dim Light)   (-6 Missile)   Fade(Normal Light)   (-4 Missile)   Fade(Sunlight)   (-2 Missile)
  Visibility(Environment): Partial Darkness(Dim)   (-4 Missile/+2 Defense)   Darkness   (-8 Missile/No Defense)
  Cover(Target): Behind Cover   (-4 Missile)
  Attacker Disability: One Eye   (-2 Missile)   Blind   (-8 Missile/No Defense)
  Target Size Difference: (Bug - Rat - Podling - Fairy - Midfolk - Dwarf - Elf - Human - Ogre - Small Giant - Giant - Large Giant - Titan)
  1-Bigger   (+1 Missile)  2-Bigger  (+2 Missile)  3-Bigger  (+3 Missile)  4-Bigger  (+4 Missile)  5-Bigger  (+5 Missile)  6-Bigger  (+6 Missile)
  7-Bigger  (+7 Missile)  8-Bigger  (+8 Missile)  9-Bigger  (+9 Missile)  10-Bigger  (+10 Missile)  11-Bigger  (+10 Missile)  12-Bigger  (+10 Missile)
  1-Smaller  (-1 Missile)  2-Smaller  (-2 Missile)  3-Smaller  (-3 Missile)  4-Smaller  (-4 Missile)  5-Smaller  (-5 Missile)  6-Smaller  (-6 Missile)
  7-Smaller  (-7 Missile)  8-Smaller  (-8 Missile)  9-Smaller  (-9 Missile)  10-Smaller  (-10 Missile)  11-Smaller  (-11 Missile)  12-Smaller  (-12 Missile)
  Target Body Area(Optional): Giant(Dragon's Belly)   (+4 Missile)   Large(Dragon's Neck)   (+2 Missile)   Oversize(Centaur Belly)   (+1 Missile)
                                Undersized(Forearm, Mid-Torso, Shin)   (-2 Missile)   Small(Neck)   (-4 Missile)   Tiny(Hand/Foot)   (-6 Missile)
   MARTIAL KNOWLEDGE/LORE -- DISCIPLINE:     
   MARTIAL DISCIPLINE MODS:   Melee:    Damage:    Dam Multiple:    Defense:    From Prone: 
     Special: 
 SKILL
 MOD
 MADE
 HIT
 MOD
 Attack Name
 Rating
 Mod
 Speed
 Min
 Damage
 Notes
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 -
 -
 -
 -
 -
 -
 -
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 -
 -
    -
 -
 -
 -
 -
 -
 -
 -
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 -
 -
    -
 -
 -
    -
 -
 -
 -
 -
 -
 -
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 -
 -
    -
 -
 -
 -
 -
 -
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
   MARTIAL STANCE MODS:   Blind Attack:    Blind Defense: 
     Melee:    Missile:    Damage:    Dam Multiple:    Defense: 
     Special: 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
   MARTIAL LORE MODS:   General: Spinning can be combined with Flying/Jumping Martial Know. moves.   Blind Attack: +   Blind Defense: 
     Melee:    Damage:    Dam Multiple:    Defense: 
     Special: 
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 -
 -
    -
 -
 -
 -
 -
 -
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 GRAPPLING
 ROLL
 MOD
 Speed
 Min
 Mod
 Damage
 Notes: Any weapon 18 inches(1.5 feet) in length or less can be used in a grapple.
 
 
 
 
 
 
 
 BRAWLING
 ROLL
 MOD
 Type
 Speed
 Min
 Damage
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   NATURAL ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   BODY TYPE:    END:    SHOCK:    HIDE:    Spiritual Armor:    Force Armor:    Outer Kinetic Armor: 
   STR:    Save:          AGL:    Save:          VIT:    Save:      
   SHIELD:    Armor:          vs. Missile: 
   Random Hit:    Defensive:          Endure(the final chance!): %  
 #
 Body Area
 END
 Type
 Effect
     VIT
 Wounds
  PARRY
   MOD
 Total
 Armor(1)
 Armor(2)
 Armor(3)
 Clothing(4)
 Shield(5)
 Damage
 0
 Base Endurance
 
 Vital
 Death
 
 
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
    TRANFORM?:  
   ARMOR EQUIPPED: 
   CLASS ARMOR USEABLE: 
   ARMOR PENALTIES:
     Inner Kinetic Armor  Spell: reduces armor penalties by 1 level.
   Skills: Combat Skills and Move Unheard/Unseen     Defensive:      Initiative:      Weapon Speed:       Armor Knowledge      Armor Lore
   DAMAGE/HEALING/REPAIR:     Total Current Damage:    Damage Absorption:    Magic Shield: 
   Damage:    Body Area#:    Name:     All Areas   Type:    +:     Bypass Non-Magic    Bypass All  
   Healing:     Body Area#:    Name:     All Areas    Stabilize    Regeneration    Restoration  
   Repair:       Body Area#:    Name:     Repair To Full    Repair All Areas  
MONEY AND EQUIPMENT
Wealth(in Gold):      Platinum:      Gold:      Silver:      Copper: 
Gems: 
Jewelry/Other: 
Special: 
Update Coins: Type    No# of Coins:         
Update Gems: Type    No# of Gems:       Value/Each:         
Update Jewelry/Other: Name(30 Char)       No#:       Value/Each:       
EQUIPPED: Worn items, in hand, or easily reachable in combat.
  Armor: 
  Weapons: 
  Equipment: 
CARRIED: Items not worn, or not easily reachable.
  Armor: 
  Weapons: 
  Equipment: 
MOUNTS/VEHICLES: Items on a mount or vehicle.
  Armor: 
  Weapons: 
  Equipment: 
HOME/STASH: Items at home or in a stash.
  Armor: 
  Weapons: 
  Equipment: 
ENCUMBRANCE: 
Total Weight(Equipped/Carried):  lb.    Encumbered Status: 
Not encumbered:  lb.   Slightly encumbered:  lb.   Encumbered:  lb.   Heavily encumbered:  lb.
Notes:
Wealth(in Gold):      Platinum:      Gold:      Silver:      Copper: 
Gems: 
Jewelry/Other: 
Special: 
Update Coins: Type    No# of Coins:         
Update Gems: Type    No# of Gems:       Value/Each:         
Update Jewelry/Other: Name(30 Char)       No#:       Value/Each:       
EQUIPPED: Worn items, in hand, or easily reachable in combat.
  Armor: 
  Weapons: 
  Equipment: 
CARRIED: Items not worn, or not easily reachable.
  Armor: 
  Weapons: 
  Equipment: 
MOUNTS/VEHICLES: Items on a mount or vehicle.
  Armor: 
  Weapons: 
  Equipment: 
HOME/STASH: Items at home or in a stash.
  Armor: 
  Weapons: 
  Equipment: 
Notes:
Equip/Remove Buckler on/from wrist?  
MOVE ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
To:
   Note: Armor equip: 1st clothing, 2nd flexible, 3rd semi-flexible, 4th rigid, then skirts/gorgets/codpieces/girdles. Armor Suits to empty body.            Unequipping damaged armor, without repairing it degrades the condition. This will be reflected in armor value when it is requipped.
REMOVE/SELL ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
Set Cost:
Other Cost:

ADD/BUY ITEMS:
Type:
No#:
Leave blank for single items
To:Carried(Initially)
Set Cost:
Other Cost:
ARMOR AND CLOTHING:
Apparel: 
Environment Apparel: 
Creature From: 
(Wyvern/Giant Snake,etc.)
Armor Value: 
(used for Giant Chitin/Scales/etc.)
Notes: The two fields above are used for creature part armor. If two parts were used, the Giant Chitin creature type comes first then a `/`
and finally the second creature type for Giant Scales or Giant Leather. Do the same in the Armor Value if the two armor values differ.
Not doing this will result in failure to set proper armor values in the Combat Tab. These fields are ignored for all other armor types.

Gauntlets:   Protects: Hands
Great Helm:   Protects: Head, Neck
Helm:   Protects: Head
Composite Helm:   Protects: Head, Neck
Full Headgear:   Protects: Head, Neck, Shoulders
Headgear:   Protects: Head, Neck
Gorget:   Protects: Neck
Codpiece/Girdle:   Protects: Lower Torso (also removes groin called shots)
Breastplate:   Protects: Upper Torso, Mid Torso
Bodysuit:   Protects: (All)
Full Shirt:   Protects: All Torsos, Shoulders, Arms, Forearms
Half Shirt:   Protects: Upper Torso, Mid Torso, Shoulders, Arms
Long Shirt:   Protects: All Torsos, Shoulders, Arms, Forearms, Thighs
Long Sleeve Shirt:   Protects: Upper/Mid Torsos, Shoulders, Arms, Forearms
Armored Skirt:   Protects: Lower Torso
Long Skirt:   Protects: Lower Torso, Thighs
Leggings:   Protects: Lower Torso, Thighs, Shins, Feet
Leglets:   Protects: Thighs
Boots:   Protects: Boots(Feet), High Boots(Shins, Feet)
Leg Bracers:   Protects: Shins
Footgear:   Protects: Feet
Arm Bracers:   Protects: Forearms
Armlets:   Protects: Arms
Pauldrons:   Protects: Shoulders
Shield(Buckler):   Protects: 1 Hand or 1 Forearm
Shield(Small):   Protects: 1 Hand and 1 Forearm
Shield(Medium):   Protects: 1 Hand, 1 Forearm and 1 Arm
Shield(Large):   Protects: 1 Hand, 1 Forearm, 1 Arm and 1 Shoulder
Shield(Body):   Protects: 1 Hand, 1 Forearm, 1 Arm, 1 Shoulder, 1 Leg, 1 Shin, and 1 Foot
Armor Suit:   Protects: (All) - Must be equipped on an empty Humanoid body.
Barding:   Protects: Head, Neck, Forequarters and Hindquarters(Mount)
Centaur/Insectaur Barding:   Protects: Various depending on body type.
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 
WEAPONS:
Blades: 
Axes: 
Bludgeons/Picks: 
Piercers: 
Eastern Melee: 
Primitive Melee: 
Heroic Melee: 
Undersized Melee: 
Oversized Melee: 
Specialized Melee: 
Standard Missile: 
Eastern Missile: 
Primitive Missile: 
Undersized Missile: 
Oversized Missile: 
Early Gun/Cannon: 
Projectiles Composite Bow: 
Projectiles Compound Bow: 
Projectiles Great Bow: 
Projectiles Horn Bow: 
Projectiles Long Bow: 
Projectiles Recurve Bow: 
Projectiles Short Bow: 
Projectiles Welsh Bow: 
Projectiles Crossbow: 
Projectiles Hand Crossbow: 
Projectiles Heavy Crossbow: 
Projectiles Other: 
Projectiles Undersized: 
Projectiles Oversized: 
Explosives: 
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 
EQUIPMENT:
Containers:   
General Equipment: 
Beauty and Hygiene: 
Instruments: 
Provisions: 
Drinks and Spirits: 
Raw Materials: 
Climbing Equipment: 
Desert Equipment: 
Diving Equipment: 
Cold Equipment: 
Heat Equipment: 
Fishing Equipment: 
Flying Equipment: 
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 

CUSTOMIZE ITEMS:
Name:
No#: blank for single item
Prefix:
(30 characters max)
Suffix:
(30 characters max)
From:
Condition:
Quality:
Set Weight: 
Weight is in lb.
Adjust Weight: 
200=double, -50=half
Weapon Customizations:
Armor Customizations:
Magical:
Base Aura: 
Magical Weapon:
Weapon Rune:
Rune Level: 
Magical Item(Energy):
Energy Dice: 
Magical Armor:
Magic Weave?
Armor Rune:
Rune Level: 
Magical Item(Energy Endure):
Divine Weapon:
Base (PC):
Divine Armor:
All Magical Effects:
All Divine Effects:
ABILITIES, MAGIC, LORE AND SPECIALS
Abilities:
Disabilities:

Immunities:
Class Modifiers:
Social Skill Modifiers:
Other Modifiers:
Additional Powers/Abilities:

Notes: (By Title) activation (Title 0=1x month, 1-3=1x week, 4-6=1x day, 7-9=2x day, 10-12=3x day, 13-15=4x day, 16-19=5x day, 20+=at will.)
   POWERS: All Powers are at level   Refill all uses    Refill daily uses    Show Powers?: 
 Uses: 
Self?
 
Daily Insight Bonus: %  Single skill roll bonus (1 per day) to 1 acquired Class Skill (one with Ability above 0%).
Commune(GM rolls this):
Piety % +  modifier of +% per Title = %
Endure(the final chance!): %  
   DRYAD EVOKE:    Current Dryad Evokes:        Practitioner Title:     Show?
   DRYAD EVOKE:    Current Dryad Evokes:     Practitioner Title:     Show?
Tree Evoke Abilities to Add:     Use to add selected tree-based evoke. Do not use the +Add below.
  Use to add all tree-based evokes. Do not use the +Add below.
 Name:   Evoked?: 
 Description: 
        
   EVOKE:    Current Evokes:        Practitioner Title:     Show?
   EVOKE:    Current Evokes:        Practitioner Title:     Show?
 Set Totem Animal(New):     Animal Evoke Abilities to Add:  
 Select Totem Animal: 
   Set new animal type and add each evoke OR select existing animal and add all evokes at once. Do not use the +Add below.
 Remove all evoke abilities, remove evoke attacks(from combat page), and reset number of current evokes.    
 Name:   Evoked?:  
 Description: 
        
  CONSUMABLES:
Herbs:
  Herb to Add:    Use this button to add new selected herb. Do not use the +Add below.
 Name:   Doses:   Type:   Value:   Potency:   Duration: 
    Description: 
Potions:
  Potion to Add:    Use this button to add new selected potion. Do not use the +Add below.
 Name:   Doses:   Value:   Duration: 
    Description: 
Elixirs:
  Elixir to Add:    Use this button to add new selected elixir. Do not use the +Add below.
 Name:   Doses:   Value:   Duration: 
    Description: 
Charms:
  Charm to Add:    Use this button to add new selected charm. Do not use the +Add below.
 Name:   Form:   Will Cost:   Duration: 
    Description: 
Poisons:
  Poison Type to Add:    Potency:    Form:    Add Type/Potency poison. Don`t use +Add below.
 Name:   Doses:   Duration:   Effect Start:   Form: 
 PR Modifier: %  PR Save Effect(Replace):   PR Fail Effect(Replace): 
   on Self?:    Description: 
Charms:
  Charm to Add:    Use this button to add new selected charm. Do not use the +Add below.
 Name:   Form:   Will Cost:   Duration: 
    Description: 
   MENTAL COMBAT:     
   Your Mental Combat Values:   Will Force(Rating):    Will Force(Current):            
ATTACK VS DEFENSE
Mental Slavery
Enfeeblement
Insanity
Will Drain
Death
Warp Mind
Project Illusion
Thought Freedom
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
  +2 Defender
  +4 Defender
Ego Defense
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
  +2 Defender
Wall of Sanity
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
Will Resist
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
Life Affirmation
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
Ordered Mind
  +2 Defender
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
Searing Truth
  +4 Defender
  +2 Defender
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
   Opponent's Mental Combat Values:   Their Will Force(Current):            
   MENTAL COMBAT MODIFIERS:
   Are you Immortal?: +1   Meditate Skill Success (before combat)?: +1   Defeated this opponent before?: +2  
   Thought Projection Bonus:  +  
   Attack/Defend:?    Note:attack only if having Thought Projection, Improved Telepathy, or a higher Will Force once attacked.
   Tranquil Mind Skill Success (before combat)?:  (Negates Mind Blast)
   Defense Type:           Opponent's Attack:     Att/Def Modifier:   
   Defend:      Note: defender wins tie.     (push if won roll against opponent, otherwise opponent does.)
   Mind Blast Skill Success (before combat)?:  (+2 to attack roll, does 1d4+1 damage to opponent's head, opponent cannot attack back.)
   Mind Blast (burn a Will Force Point)?:  (does 2d4+1 damage to opponent's head and opponent loses 1d4 points to all Mental attributes)      Attack Type:           Opponent's Defense:     Att/Def Modifier:   
   Attack:      Note: defender wins tie.     (push if won roll against opponent, otherwise opponent does.)
   ADDITIONAL NOTES:
   Breaking Mental Combat: The being which initiated the attack may break mental combat, when on the offensive (instead of attacking). If the one who initiated combat is attacking and loses concentration, then the attack is broken off and must be restarted. Concentration can be lost by the combatant getting hit for 10 or more points of damage, by getting hit for less than 10 points and failing an Intelligence save, or by being jostled and failing an Intelligence save. A being that has an active method of engaging in mental combat (Thought Projection, active Improved Telepathy, etc.) can make a Will Force save to break free of mental combat altogether instead of attacking. This works even if the being is not the one that initiated the mental combat. A Thought Projection roll can be made instead of a Will Force save to break contact.
   Death in Mental Combat: If one of the combatants is killed or is destroyed during mental combat in any way other than through the Death mental attack above, the other must make a Will Force save (based on current rating) or suffer a heart attack. The effects of a Heart Attack are 6d6 damage to the upper torso (or body area with a circulatory organ,) if applicable, as beings like undead, golems, etc. would be unaffected. No actions may be taken for 1d4 minutes. The character must make a Vitality save or lose 1 point from their Vitality rating permanently.
   TEMPORARY MODIFIERS:     
  TEMPORARY EFFECTS: 
  EFFECT LIST: 

  ATTRIBUTES: 
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
  Mundane
  Magic

  CHARACTERISTICS: 
Endurance
Perception
Affinity
Fortune
  Modifiers

  RESISTANCES: 
Magic
Illusion
Control
Poison
Disease
  Modifiers
  Immune?

  MOVEMENT: 
Walk
Jog
Run
Travel/Rest
Jump(St/Up)
  Modifiers
  Movement Multiplier Modifier:    Note: 1(x1), 2(x2), 3(x3), .5(x1/2), .3(x1/3), .25(x1/4), etc.
  Temp Special Movement:     Temp Special Speed Multiplier:  

  COMBAT: 
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
  Modifiers

  Extra Dice Damage:  
  Extra Damage per Die:  

  Temporary Ambidexterity?: 

  Speed Seconds:  
  Note: speed seconds occur before the normal second. Example: 3 speed seconds occur before the 1st, 2nd, and 3rd normal seconds.
    To denote the proper initiative order, after rolling Initiative, change the value to -10 (minus the # of speed seconds, 3 speed seconds = -13).

  Shock Immunity?: 

  Hide:  
  Force Armor (non-armor effect):  
  Spiritual Armor (non-armor effect):  
  Outer Kinetic Armor (non-armor effect):  
  Damage Absorption (non-armor effect):  
  Note: Force/Spiritual Armor/Outer Kinetic Armor/Absorption effects on armor pieces/suits is already accounted for.

  Pain Threshold:  
  Fumble Range (increase):  
  Called Shot Range (increase):  
  Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring.
        Example: a fumble increase of 2 means fumbles now occur on a natural 1, 2, or 3.

  EQUIPMENT: 
  Weight Modifier:     Note: modifies the weight of all items equipped/carried (multiplier). Overrides magic item Lighten Load effects.
  Capacity Modifier:     Note: modifies the character's carrying capacity (multiplier). Overrides divine item Spirit of the Donkey effects.

  FATIGUE: 
  Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  Fatigue Modifiers
%
  Fatigue Level:     Fatigue Immunity?: 

  Mental Fatigue Level:     Mental Fatigue Skill Modifier:  %   Mental Fatigue Immunity?: 

   LORE:   Total Memorization Points:      Mem. Used:    Mem. Available:     Show?     

BALLADS:
  Ballad to Add:       Use to learn selected ballad. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

CANDLE LORE:
  Ritual to Add:       Use to learn selected Candle Lore. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Candles:   Memorized?: 
       Description: 

EMPATHY MAGIC:
  Ritual to Add:       Use to learn selected Empathy Magic. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Object:   Memorized?: 
       Description: 

GLYPHS:
  Glyph to Add:       Use to learn selected Glyph. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Memorized?: 
       Description: 
 Glyph Limits: Only 1 Glyph may be in existence per Practitioner Title.

HYMNS:
  Unrestricted Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Good Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Neutral Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Evil Hymns:       Use to learn selected Hymn. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

POEMS:
  Poems to Add:       Use to learn selected poem. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

POISON RECIPES:
  Poison Type to Add:    Potency:    Form:       Learn recipe. Do not use +Add below.
 Name:   Batch Doses:   Duration:   Effect Start:   Form:   Memorized?: 
       Description: 
 Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.

POTION RECIPES:
  Potion to Add:       Use to learn selected recipe. Do not use the +Add below.
 Name:   Batch Doses:   Value:   Duration:   Memorized?: 
       Description: 
 Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.

RITUALS:
  Rituals to Add:       Use to learn selected ritual. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Memorized?: 
       Description: 

RUNES:
  Runes to Add:       Use to learn selected Rune. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Rune Type:   Memorized?: 
       Description: 
 Note: default Runes are Emanating: affecting only what they are in inscribed on. Perceived Runes are +2/-10% chance: working only when touched or perceived visually by a being. Radiating Runes are +4/-20% chance: working on anything which the rune can "see". Modify(MOD) the usage roll accordingly. If the standard version of the Rune is something other than Emanating then the the modifier is already factored in. If chaning the inscription type up or down modify accordingly. Thus a normal Percieved Rune inscribed as a Emanating Rune is -2/10% easier.
 Rune Limits: 1) No more than one Rune may be on the practitioner per Goal. 2) No more than one Rune per Goal may inscribed on any objects or exterior structure per Goal of the practitioner.

SONGS:
  Songs to Add:       Use to learn selected song. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

SYMPATHY RITUALS:
  Ritual to Add:       Use to learn selected Sympathy Magic. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Object:   Memorized?: 
       Description: 
   DIVINE INVOKER:
   Piety:      Piety Control:      Piety Level Modifier(Raiment, etc.):       Invocation Effects at  Piety:     Divine Denial?:  
   Add/Show Invocations?:
   ADD INVOCATIONS:
   Devotion Selection:   Ignore Devotions:?  
   Current Devotions: 
    click here to add selected devotion.     click here to clear all devotions.

   Select Invocation to add:
   All:  
   Good:   Neutral:   Evil:
   Body:   Celestial:   Combat:
   Control:   Divination:
  Elemental:   General:
  Healing:   Mind:    Nature:
  Necromancy:   Protection:
  Summoning:   Note: Select only 1 to add. (checks in order from top-left to bottom-right).
       Click to pray for a new invocation (Divine Knowledge Skill roll).
   INVOCATIONS:
   Current Devotions:    Ignore Devotions:?  
 Name:   Piety Level:   Align Restrict:   Resist:   Uses:   Prayer Time 
 Range:   Area Affected:   Duration:   Distance to Focus:   Memorized?: 
Description: 
      pray to refill. Uses (Divine Knowledge).     Invoke Time:     invoke at current Piety Control.   On Self?: 
   AURA USER:
   Aura:      Aura Regeneration Rate: 
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)
   ARCANE USER:
   Arcane Control:      Arcane Pool:      Arcane Regeneration Rate:     Double Regen?:  
   Arcane Control Boost(Rune of Power, etc.):      Suppress Ability?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)     (End Day)
   Add Spell Type:     (Add Spell Type)    (Clear Spell Types)
   No# Spell Type(s):     Spell Type List: 
   Add/Show Spells?:
   HERMETICS CASTER:  Aura Control automatically increases by hermetic ingredients, length of spell ritual, etc.
   Aura:     Aura Pool:     Aura Regeneration:     Double Regen?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)     (Aura Pool)
   Aura Control:     Aura Control Modifier(Rune of Power, etc.):      Suppress Ability?:   1/2 Ability?:  
   Add/Show Spells?:    Show Hermetics?:
   HERMETICS:  does not utilize Aura, instead consuming ingredients. Nor do spell recipes need to be rememorized once memorized.
   Spell Recipe:  
   Required Aspect(s): 
 ASPECT
 None:
 Very Weak:
 Weak:
 Average:
 Strong:
 Very Strong:
 Base 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Alteration 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Control 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Creation 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Death 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Dimensional 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Displacement 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Light 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Sonic 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Cold 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Fire 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Repulsion 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Electricity 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Acid 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Aura 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Obliteration 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Taste 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sound 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sight 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Touch 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Smell 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sense 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Life 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Meta 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Mind 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Natural 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Sense 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Summon 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Transference 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Warding 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
   Notes:  Life/Death Aspects are useable as Energy: Life/Energy Death respectively. Mind is useable for Illusions that affect the mind.
   Each missing required ingredient reduces Hermetic Lore skill chance by 10%. Base is always required or the ritual fails.
 Ritual Time
 Half
 Normal:
 Double:
 Triple:
 Quadruple:
 Selection
 
 
 
 
 
   Notes:  Ritual time is the length of time the hermetic casting ritual takes versus the normal casting time of the spell.

   Special Material?     #   A material which is considered a special ingredient increases skill chance (+10%), and AC (+2)

   CHECK RECIPE:
   Recipe Hermetic Lore Modifier: %    Recipe AC Modifier: 
   Ingredients to be Consumed: 
   Ingredients Missing: 
    check the selected spell recipe selections above.
   AURA CASTER:
   Aura:     Aura Pool:     Aura Control:     Aura Regeneration Rate:     Double Regen?:  
   Additional Aura(Aura Battery, etc.):      Aura Control Modifier(Rune of Power, etc.):      Suppress Ability?:   1/2 Ability?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)     (End Day)
   Combined Casting?      No# of Casters:      Combined Aura Control:      Combined Aura Pool:  
   Add/Show Spells?:    Spell Tuning?:    Spell Specialization?:
   SPELL TUNING:  Warning: use can have chaotic and dangerous results, some permanent. Failure = magical mishap. Use carefully!
   Speed Casting:      Time Units: 
   Notes: reduces casting time but adds failure risk. For each unit of time reduced, the risk increases. 0% spell failure chance becomes 1%, then 2%. 10% spell failure chance becomes 20%, then 30%, etc.. Casting time canot be reduced below half the normal, rounded in the caster`s favor (e.g., a 5 sec. cast time can be reduced to a 2 sec. cast time). Spell failure results in a magical mishap.
   Aura Stabilization:      Extra Aura: 
   Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it will reduce the chance of spell failure. The amount of reduction varies by the Aura Level of the spell and the amount of extra Aura used. The caster may only add half their Aura Control+1 to stabilization attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent.
   Aura Overloading:      Extra Aura: 
   Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it grants a chance to double the effects (as if cast at x2 Aura). The chance to double is 5% for 1 aura, 10% for 3 to a maximum of 50% for 19. This also comes with an increase in failure chance from 5% to 25% depending on the overload chance. The caster may only add half their Aura Control+1 to overload attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent.
   Aura Reach: 
   Notes: can potentially add +1 Aura to a spell. Doubles spell failure chance (if any). At casting time an Aura save will be made, if made then the spell Aura is +1. Then a Fortune roll is rolled (regardless of Aura save result). Misfortune causes the caster -1 Aura, and magical supression (no casting). Both for the rest of the day. Fortune causes no temp Aura burning. If neither a fortune nor misfortune, then -1 Aura for the rest of the day. Points return after a night`s rest.
   Burn Aura:      Aura to Burn:        WARNING PERMANENT LOSS OF BURNT AURA!
   Notes: Aura can be burned and permanently lost. Each point of burned Aura adds +20 to the spell when cast. Up to the caster`s Aura Control in Aura can be burned. This is not recommended. Warning: this action can severely effect future casting ability!
   SPELL SPECIALIZATION:  Specialized:  Must be choosen by 3rd practitioner title (cannot be undone).
   Casting Skill:    Skill Chance: %   Practitioner Title: 
   NOTES: The number of aspects that can be mastered is based on the Scroll Knowledge (or equiv.) skill chance.
   Skill Chance(Aspects):1-20%(1), 21-35%(2), 36-50%(3), 51-65%(4), 66-80%(5), 81-95%(6), 96-110%(7), 111-125%(8),
       126-140%(9), 141-155%(10), 156-170%(11), 171-180%(12), 181-185%(13), 186-190%(14), 191-195%(15), 196-200%(16)

   Aspects Mastered: 
   Total Aspect Slots:    Available Aspect Slots: 
   Select Focus Aspect:   Required Action Aspects: 
   Current Focus:     (New Focus)
   Select Aspect:     (Action aspects for currrent Focus/or Focus itself when done)
   Spell:     Aspect(s):    AC Mod:    Learn Mod: %
   NOTES: Specialization is the narrowing of focus to provide +3 Aura Control to fully mastered spell aspects, but forces a -3 Aura Control penalty to unmastered spell aspects. To master a Focus one must master all the Action aspects related to that Focus. Each mastered spell aspect provides +10% to learn a spell. Conversely a -10% chance to learn is provided for each unmastered spell aspect. A caster must master the choosen Action aspects related to their Focus before they can choose another Focus to master. Selecting a Focus aspect above will show which Action aspects must be learned to master the Focus. A caster must determine by 3rd practitioner title whether to specialize. At 4th practitioner title they can no longer begin specialization. Specilization is only recommended for spell casters that intend to raise their casting skill above 100%.

   Focus Aspects: Dimension, Mind, Life, Death, Energy, Natural, Sense, Warding, Illusion, Meta  (from easiest to master to hardest).
   Action Aspects: Alter, Control, Creation, Displace, Summon, Transfer
   ADD SPELLS:
   Select Spell to add:
   All:  
   Alter:    Control:    Create:
   Death:    Dimension:    Displace:
   Energy:    Illusion:    Life:
   Meta:    Mind:    Natural:
   Sense:    Summon:    Transfer:
   Warding:
  Note: Select only 1 to add. (checks in order from top-left to bottom-right).
       Click to learn new spell (Scroll Knowledge or equiv. Skill roll).
   SPELLS:   
 Name:   Level:   Type:   Memorize:   Restudy:  day(s)  Memorized?: 
 Range:   Area Affected:   Duration:   Distance to Focus: 
 Magic Name:   Resist:   Failure: %  Mastered?:  +2 AC, 1/2 cast time, x2 duration, x3 range, etc.
Description: 
    Rememorize (Scroll Know./equiv.)   Casting Time:   Use Aura:     at set Aura  On Self?: 
   MAGIC ITEM ABILITIES/POWERS:   Refill all uses    Refill daily uses    Show Powers?: 
Aura Level: 
 Uses: 
Self?
 
   DIVINE ITEM ABILITIES/POWERS:   Refill all uses    Refill daily uses    Show Powers?: 
Piety Level: 
 Uses: 
Self?
 
BACKGROUND AND JOURNAL
Background:
Journal:
Entry Title: 
CHARACTER CONFIGURATOR
WARNING! This tab is used for character creation. Changing values here will overwrite existing ones
for completed characters, but only if you mark the DONE? checkbox AND click FINISH at the end!
Information at each step will be posted to chat to interactively proceed through the Configurator.

CHARACTER CONFIGURATION (STEP 1: CHOOSING RACE AND GENDER)

Gender:

  Slight Physique: (+1 AGL/-1 STR, etc.)
Racial Makeup:
 One Race
 Half Race   Sanctified Union (divine magic cross breeding).
Race 1:     Required for all racial makeups.
Race 2:     Required for Half Race.
Changeling appears as race:  
Famorian Type:     # Evokes:     Evoke Type(s):
Animal Type(s):
Famorian permanent evokes. Attributes=(+[1-3] when Apply clicked below):
     STR  +     AGL  +     VIT  + END  +2 per Title.
      Enhanced Poison Resist: +20%   Enhanced Disease Resist: +20%   Stubborn(+20% Control Resist)
      Wings(Fly)   Extra Legs(Gallop)   Extra Insect Legs(Scurry)
      Fins/Flippers/Flukes(Fast Swim)   Hooves(1.5 ground movement speed, Climb -50%)  
      Speed(1.5 movement speed, speed seconds=+1d4)   seconds
      Hide:     Jumping(x2 upward, x3 forward)
Famorian 1 point attribute moves (up to 3):
    #1 From   To
    #2 From   To
    #3 From   To
Famorian additional evokes:
      Acid Spit(damage 1d10/Title, range 3'/Title)   Air Bladder   Air Jets   Ambidextrous  
      Antlers(5 Sec, 4 min, 1d4 damage per antler, 1d4 antlers per Title)
      Barbed Tail(5 sec, 4 min, 2d6+2 dam, 50% break off in pierced wound, 1d6+1 dam when removed)
      Beak(5 sec/4 min: 4d6)   Berserking(+50% Berserking)  
      Bioluminescence   Blowhole(+20% Swimming)
      Chameleon Skin(+20% Blend/Move Unseen)  
      Chameleon Skin,Advanced(+40% Blend/Move Unseen)  
      Claws,Large(6 sec/4 min: 4d6)   Claws,Med(5 sec/3 min: 3d6)   Claws,Small(4 sec/2 min: 2d6)  
      Claws,Raking(+1 per die)   Claws,Digging   Climbing(+40% Climb)   Dance Language  
      Desert Endurance(delays need to drink or eat for up to one week)
      Digestive Fluid(1d10 damage per Title, per 10 seconds)   Digging   Disease Bearing
      Diving,Water(Diving Skill)   Diving,Aerial(No crash AGL save)   Echo Location(2' per INT)
      Enhanced Hearing(+30% Listen, -20 to be surprised)   Enhanced Smell(+30% Smell)
      Enhanced Taste   Enhanced Touch   Exceptional Sight   Eyestalks(-50% to be surprised)
      Extra Limbs(arms/forearms/hands)   Extra Limbs(tail)   Extra Limbs(tentacles)  
      Extra Torsos(fore/hind)   Extra Torsos(Segments:worm/snake)   Fused Torsos/Head(insect)  (Select only 1 torso change!)
      Fangs(5 sec/4 min: 3d6)   Fangs,Large(7 sec/5 min: 4d6)  
      Farsight(+25% Surprise, -25% to be surprised)   Food Conservation   Gills
      Gas Bladder Glide Wings(slows decent)   Glue Secretion(STR Save -20% to escape)
      Heat Sensing(2' per INT)   Hibernation   High Pain Threshold(-1 all damage)  
      Horns(5 Sec, 4 min, 1d4 damage per horn, no more than 1d4 horns per Title)  
      Hypnotic Gaze   Ink Spray  
      Inflation(-2 damage to areas inflated/+20% intimidation while inflated)
      Insect Limbs(extra pair of arms, forearms, claw-like hands)
      Instinct,Danger(+30% Danger Knowledge)   Instinct,Food   Instinct,Life
      Instinct,Navigation(Direction Knowledge 10% per Title)   Instinct,Social   Instinct,Water  
      Light Sleeper(Wake 1d4 sec/active 1-2 sec)   Marsupial Pouch   Maw(7 sec/5 min: 5d6)
      Metabolic Control,Low(slow, normal and high)  
      Metabolic Control,High(very slow, slow, normal, high and very high)
      Metabolic Control,2-Stage Low(normal/very low)  
      Metabolic Control,2-Stage High(normal/very high)
      Metabolism,High(+10% food intake/-10% weight,-1 Initiative)
      Metabolism,Slow(-20% food intake/+10% weight,+1 Initiative)
      Metabolism,Very High(+20% food intake/-20% weight,-3 Initiative)
      Metabolism,Very Slow(-50% food intake/+20% weight,+2 Initiative, movement is 50%)
      Mucous(STR save to escape)   Musk Spray(VIT save once per 10 sec or be incapacitated)
      Night Vision(10'/Title)   Padded Feet   Patterned Fur(+10% Blend/+5% Move Unseen)  
      Pincers/Mandibles(7 sec/5 min: 5d6: smaller creatures must win contest of STR to escape.)
      Poisonous Skin(Poison Type=Title or less)
      Poisonous Spit(Poison Type=Title or less, half dagger range)
      Prehensile Tail   Quiet Flier(+20% Surprise Attack while flying)  
      Quills(1+ areas have quills, 1d4 quills grown per Title, 3d4 damage per quill, as dagger range/speed)
      Regeneration,Natural(limbs regrow at healing rate, vitals kill, acid/fire stop regrowth)
      Regeneration,Budding(as natural healing but amputed limbs regrow into half-sized beings)
      Rending Teeth(4 sec/3 min: 2d6)   Roar/Scream(10 INT or less flee in panic)
      Shocking Sting(immune to electricity, 1 body area per 2 titles can shock for 1d8 per 2 titles)
      Spikes(5 sec, 4 min, 1d4 damage per spike, no more than 1d4 spikes per Title)
      Slippery Skin(+10% Escape/Grappling AGL Saves)   Social Bonding
      Stealth(+50% surprise, +20% Surprise Attack)  
      Sticky Tongue(3 sec, extends 3x being's height, STR save to escape)
      Sticky/Suction Pad(+40% Climb)   Stinger(6 sec/4 min: 3d6)  
      Swim Bladder   Swimming(+50% Swimming)  
      Tail Slap(3 sec/2 min: 3d4 damage. Large Tail 1 End body area)
      Tusks(5 sec, 4 min, 1d4 damage per tusk, no more than 1d4 tusks per Title)
      Venom(Poison Type=Title or less)   Vibration Sensing(1000')   Water Sac(1 month's water)  
      Webbed Feet/Hands(+30% Swimming)   Well Tanned Skin   Web Weaving(Strong/Sticky)  
      Wood Cutting
Formless current host race:  
Formless current host gender:

Maginos Material Type:

Mechanos Power Type:

Wing Projection Appearance:
  Set Wings 
  Alt Wings 

  REQUIRED ACTION! click here to complete Step 1: Confirms and applies race.
CHARACTER CONFIGURATION (STEP 2: ATTRIBUTES)

                   
Adventurer(1 roll), Heroic(best of 2), Legendary(best of 3)

ATTRIBUTE
INPUT
ROLL1
ROLL2
ROLL3
BEST
RACE
ADJ
MAX
FINAL
STRENGTH:
AGILITY:
VITALITY:
INTELLIGENCE:
WISDOM:
KNOWLEDGE:
APPEARANCE:
CHARM:
SOCIAL CLASS:
AURA:
PIETY:
WILL FORCE:
  click here to input attribute ratings manually (inserts as roll1). Blanks treated as 13s.
Civilized Human(One Race) +1 bonuses:
    +1 to   +1 to   +1 to      click here to apply bonuses (when done)
Civilized Human(One Race) attribute 1 point moves (up to 6):
    #1 From   To
    #2 From   To
    #3 From   To
    #4 From   To
    #5 From   To
    #6 From   To      click here to adjust attributes (1 for 1)
Civilized Human(Half Race) +1 bonuses:
    +1 to   +1 to   +1 to      click here to apply bonuses (when done)
Changeling FULL attribute swaps (up to 2):  Note: swap #2 cannot use attributes from swap #1
    #1 From   To
    #2 From   To      click here to swap attributes (when done)
Standard Adjust:
    #1 From   #2 From   #3 From   To
  click here to adjust attributes (-1 from 3 for +1 to 1)

  click here to revert all attribute adjustments made (3 for 1s. etc.).
  REQUIRED ACTION! final calculation for Step 2: Assures all values correct.
CHARACTER CONFIGURATION (STEP 3: OTHER RACIAL MODIFIERS AND FEATURES)

Characteristic Modifiers
Starting END:    Title END: 
Perception:  %   Affinity:  %   Fortune:  %
Resistance Modifiers
Magic Resist:  %   Illusion Resist:  %   Control Resist:  %
Poison Resist:  %   Disease Resist:  %
 Movement Modifiers  
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
Walk:
/ /
Jog:
/ /
Run:
/ /
 
Stand/Upwards
Special
Hour
/ 10Sec
/ 1Sec
Jump:
 / 
 x +
/   x +
/   x +
 Random Height: "
 Set Height: feet  inches.   From  "  to 
Frame: 
  REQUIRED ACTION! click here to apply height and frame for weight
 Random Weight:
 Set Weight:   From  lb. to  lb.
 Random Age:
 Set Age:   From to  years old.
  Maximum Age:       Apparent Age:  
 Random    
 Set  
 Random    
 Set  
  If Mixed (1st color)       
  If Mixed (2nd color)     
 Random    
 Set  
 Random    
 Set  
  If Mixed (1st color)       
  If Mixed (2nd color)     
 Random    
 Set  
 Random    
 Set  
 Alt  
Body Type:
 Standard Abilities

 Standard Disabilities

 Standard Immunities

REQUIRED ACTION! click here to complete Step 3: Confirms features.

CHARACTER CONFIGURATION (STEP 4: HANDEDNESS AND LANGUAGES)

HANDEDNESS: 
LANGUAGES: None
LANGUAGES:
Language 1(quarter spoken): 
LANGUAGES:
Language 1(third spoken): 
LANGUAGES:
Language 1(two-thirds spoken): 
LANGUAGES:
Language 1(spoken): 
LANGUAGES:
Language 1(spoken/third written): 
LANGUAGES:
Language 1(spoken/two-thirds written): 
LANGUAGES:
Language 1(spoken/written): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken): 
Language 3(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken): 
Language 4(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken): 
Language 5(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken): 
Language 6(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken): 
Language 7(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken/written): 
Language 7(spoken): 
Language 8(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken/written): 
Language 7(spoken/written): 
Language 8(spoken): 
Language 9(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken/written): 
Language 7(spoken/written): 
Language 8(spoken/written): 
Language 9(spoken): 
Language 10(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken/written): 
Language 7(spoken/written): 
Language 8(spoken/written): 
Language 9(spoken/written): 
Language 10(spoken): 
LANGUAGES:
Language 1(spoken/written): 
Language 2(spoken/written): 
Language 3(spoken/written): 
Language 4(spoken/written): 
Language 5(spoken/written): 
Language 6(spoken/written): 
Language 7(spoken/written): 
Language 8(spoken/written): 
Language 9(spoken/written): 
Language 10(spoken/written): 

Language Notes: Languages are general choosen by race/species in most worlds. There may also
be a common or trading language. Different race types might speak entirely different languages
or share a common tongue such as Elvish for all Elves or Dwarven for Dwarves. Languages
may also be regional. Check with your GM. You can change them later if needed.

REQUIRED ACTION! click here to complete Step 4: Confirms handedness/languages.

CHARACTER CONFIGURATION (STEP 5: CLASS)

Class:     Override Race restrictions for class?
Qualified?: 
Special Conditions: 

Life/Death Elementals?: 
Versus Evil/Good?: 
Bless/Blasphemy?: 
Templar Variant (Stun replaced by Shield Knowledge, Meditate by Fearless)?: 
Description:

Class Type: 
Alignment Requirements: 
Class Focus Attributes: 
Class Modifiers:             
Class Armor Usage: 
Class Weapon Usage: 
GME Attack Skill:
Starting Attack Skill: 
Attack Skills: 
Magic Caster?: 
Divine Invoker?: 

REQUIRED ACTION! click here to complete Step 5: Confirms/rechecks class qualifications.

Class Notes: GM approval to override. Cannot overide a spell casting class for a non-casting race, to regain direct casting.

CHARACTER CONFIGURATION (STEP 6: SKILLS)

RACE SKILLS:
Racial Skill Slots:        Slots Removed:     Slots Gained: 
None:(no Racial Skills available.)
Specials:

Available Racial Skills:
 


Available Racial Skills:
 
 
Specials:

Available Racial Skills:
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

Available Racial Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specials:

GME Racial Skills:
 

 NEEDED! To add racial skills.
 Add all races skills, if enough slots.
Reset ALL Race/Social/Class choices.

Available Racial Skill Slots:
None:(no Racial Skills may be selected.)
Available Racial Skill Slots:
   
Available Racial Skill Slots:
 
 
Available Racial Skill Slots:
 
 
 
Available Racial Skill Slots:
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available Racial Skill Slots:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 Removes 1 Open Slot!
 Removes 1 Open Slot!
 Removes 1 Open Slot!

Race Skill Notes: Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
The left side are available Racial Skills. The right side are Racial Skill slots and/or selections.
Any Open Slots remaining will be available to learn new skills the character becomes exposed to during their lives.
SELECT: Push after you have checked a number of Racial Skills. This copies them to available open slots (if enough).
ADD ALL: Tries to copy all available Racial Skills to open slots. This action only works if there are enough slots.
REVERT: Removes ALL Race, Social, and Class skill choices (restarts Step 6).
SACRIFICE: Removes 1 Open Slot, adding (2d4/2-8%) to a single Racial Skill. Use 1 checkbox on the skill to add to.
CONVERT SOCIAL: Removes 1 Open Slot to increase 2 Social Skill Slots. Checkboxes are not used.
CONVERT CLASS: Removes 1 Open Slot to increase 1 Class Skill Slot. Checkboxes are not used.


SOCIAL SKILLS:
Social Skill Slots:     Slots Removed:     Slots Gained: 

Social Skill Notes: Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
The left side are recommended(and/or required) Social Skills. The last selection box
is a list of all Social Skills. Select the desired additional skill from the list (and mark the checkbox) to copy to an open slot.
This can be done multiple times if more than one non-recommended skill is desired. The right side are Social Skill slots
and/or selections made. Any Open Slots remaining on the right side are used to learn new skills, later.
A Social Skill that shows 'BLOCKED' indicates that this race cannot use or acquire that Social Skill.
SELECT: Push after you have checked a number of Social Skills. This copies them to available open slots (if enough).
REVERT: Removes ALL Race, Social, and Class skill choices (restarts Step 6).
SACRIFICE: Removes 1 Open Slot, adding (2d4/2-8%) to a single Social Skill. Use 1 checkbox on the skill to add to.
CONVERT RACE: Removes 2 Open Slots to increase 1 Racial Skill Slot. Checkboxes are not used.
CONVERT CLASS: Removes 2 Open Slots to increase 1 Class Skill Slot. Checkboxes are not used.


CLASS SKILLS:
Class Skill Slots:     Slots Gained:     Slots Needed for Class:     Class Skills Removed:    

Available Class Skills:
None:(no Class Skills may be selected.)

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Available Class Skills:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 Removes Selected Skills

Class Skill Notes: Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
Both sides show all the available Class Skills for the choosen class.
If Slots Needed for Class is 0 then nothing needs to be done as there are enough Class Skill slots for this class.
If this number is greater than 0 than either skills can be removed by selecting and removing them or
additional Class Skill slots can be converted from Race or Social Skills.
REMOVE: Removes the selected skills. CORE skills may not be removed.

click here to revert ALL Race, Social, and Class skill choices and restart Step 6 again.

REQUIRED ACTION! click here to complete Step 6: Confirms skill choices.


CHARACTER CONFIGURATION (STEP 7: ALIGNMENT)

Alignment Requirements (from class): 

  Alignmentless: Select this to ignore Alignment and play Alignmentless. GM Discretion.

Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment: 
Tendency: 
Alignment Description: 
Tendency Description: 
Special: 

REQUIRED ACTION! click here to complete Step 7: Confirms Alignment choices.


CHARACTER CONFIGURATION (STEP 8: MONEY AND EQUIPMENT)

STARTING COINS:
   Platinum (pp): 
   Gold (gp): 
   Silver (sp): 
   Copper (cp): 
   Special: 
Fortune Multiplier (included above): 

 Override starting coins and switch to starting wilderness gear by Social Class. GM Discretion.
 Armor: 
 Weapons: 
 Equipment: 
 Other: 

 Override starting wilderness gear and switch to starting coins. GM Discretion.

 Provide starting clothing by Race, Social Class. No cost.
   Style (applicable to common, non-wilderness races: most Humans, Elves, Dwarves, Midfolk, etc).
    western    renaissance    kilted    middle eastern    african    eastern

   Clothing: 

 Provide starting equipment by Social Skills. No cost. GM Discretion, but recommended. Step 6 (Skills) must be complete!

   Social Skill Equipment: 

   Social Skill Clothing: 

Some Social Skill equipment (from above) might be also useable as makeshift weapons(equip them to find out) or use brawling.

 Provide random lore for starting spells, all relevant skills, and related consumables. If unchecked GM can provide after generation.
   Related Skills: Ballad Lore, Candle Lore, Empathy Magic, Glyph, Intone, Herb Lore (Common), Hymn Lore, Recite, Poem Lore,
   Poison Lore, Potion Lore, Ritual Lore, Rune Lore, Sing, Song Lore, Sympathy Magic.


REQUIRED ACTION! click here to complete Step 8: Confirms Money and/or Equipment.


CHARACTER CONFIGURATION (STEP 9: FAITH?, NAME and FINISH)

FAITH?: Decide the character's faith or deity. Only use a few words, up to 30 characters. You will be able to update later.

NAME: Pick a name for the new adventurer up to 30 characters. You will be able to update later.


When you are done with character creation click the checkbox AND click the FINISH button.
DONE?    
Note: it will take 10-40 seconds to complete generation of the character.
CHARACTER UPDATER

What do you want to do?


ADD EXP:
Existing Exp:    Exp to add: 

 click here to add Experience.
Note: EXP over a 2 title leveling cap will be lost.
 If not qualified for Arch Mortal (11th title) all exp over 205,999 will be lost.
SET EXP:
Existing Exp:    Set Exp: 

 click here to set Experience (overriding existing).
Note: Setting a lower EXP value than current EXP will be ignored. Also this bypasses leveling limits. Only do this with GM permission.
If not qualified for Arch Mortal (11th title) all exp over 205,999 will be lost.

SET TITLE AND GOAL:
Existing Title:    Set Title: 
Existing Goal:    Set Goal:  ()  to  ()  Goal in the range of (Title x3-3) to (Title x3-1)

 click here to set New Title and Goal (overriding existing).
Note: Setting a lower Title or Goal than current will be ignored. Setting a Goal not within the Title range will be ignored.
If not qualified for Arch Mortal (11th title) setting title over 10, and/or goal over 29 will be ignored.

 leveling up:

Titles to raise:     Goals to raise: 

 click here to level up goal to 

GOAL  CLASS ATTRIBUTES INCREASE CHANCES

:    MAX:   +1 (% chance)
:    MAX:   +1 (% chance)

 click here to roll attribute increase chances

RESULT 1: 
RESULT 2: 
GOAL  CLASS ATTRIBUTE INCREASE CHANCE

:    MAX:   +1 (% chance)
:    MAX:   (At Maximum)

 click here to roll attribute increase chance

RESULT: 
GOAL  OPEN ATTRIBUTE(S) INCREASE CHANCE(S)

ATTRIBUTE 1:     MAX:   +1 (% chance)       ATTRIBUTE 2:      MAX:   +1 (% chance)  
 click here to roll attribute(s) increase chance(s). (Rolling on MAX attributes will be ignored).

RESULT 1:   
RESULT 2:   
GOAL  OPEN ATTRIBUTE INCREASE SELECT

ATTRIBUTE:     MAX:   +1 (100% chance)  
 click here to improve selected attribute

RESULT:   

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

GOAL  ADD SKILL POINTS
 Goal  skill points: 

 Skills for Title: 
Skill Name
Base
Ability
Added
Chance

 Skill Points Remaining: 
 Points To Add:    click here to add skill points after selecting 1 skill above

 click to reset skill points   

 click to reset skill points     click for Title    skills     click for Title    skills

 click to reset skill points     click for Title    skills

 click to reset skill points     click for Title    skills

TITLE  () NEW SKILL ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  OTHER IMPROVEMENT(S)
 Other: 

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

TITLE  () NEW SKILLS ACQUIRED
 Basic Modifiers: 
 Note: Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below

Skill Name
Base
Ability
Chance

TITLE  CHARACTERISTIC IMPROVEMENTS
 Endurance:+    Perception:+1    Affinity:+2    Fortune:+1

TITLE  ATTACK SKILL IMPROVEMENT(S)
 Standard:      Lore: 

TITLE  OTHER IMPROVEMENT(S)
 Other: 

COMMIT TITLE    CHANGES

 click here to commit title changes

COMMIT GOAL    CHANGES

 click here to commit goal changes
CHECK ARCH MORTAL QUALIFICATIONS:
Class: 
Overall 11th Title Qualify?: 
Attribute Qualifications:   All Qualify?: 
STR:    Needed:    Qualify?: 
AGL:    Needed:    Qualify?: 
VIT:    Needed:    Qualify?: 
INT:    Needed:    Qualify?: 
WIS:    Needed:    Qualify?: 
KNW:    Needed:    Qualify?: 
APP:    Needed:    Qualify?: 
CHM:    Needed:    Qualify?: 
SOC:    Needed:    Qualify?: 
AUR:    Needed:    Qualify?: 
PTY:    Needed:    Qualify?: 
WIL:    Needed:    Qualify?: 

Skill Qualifications (Core Skills):   All Qualify?: 
Skill 1:    Chance:    Needed:    Qualify?: 
Skill 2:    Chance:    Needed:    Qualify?: 
Skill 3:    Chance:    Needed:    Qualify?: 
Skill 4:    Chance:    Needed:    Qualify?: 
Skill 5:    Chance:    Needed:    Qualify?: 
Power Qualifications: Qualify?: 
Additional Powers/Abilities: 
Needed: 1 or more additional powers or abilities.
Special Qualifications: Qualify(Yes/No)?: 
Needed: 
UPDATE WEAPON PROFICIENCIES:


TOTAL WEAPON PROFICIENCIES: 
USED: 
AVAILABLE: 
 Class Weapons Useable: 
 Current Weapon Proficiencies: 

 Weapon:  

  click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.

  click here to add selected weapon as an initial weapon already proficient in.
UPDATE WEAPON PROFICIENCIES:


TOTAL WEAPON PROFICIENCIES: 
USED: 
AVAILABLE: 
 Class Weapons Useable: 
 Current Weapon Proficiencies: 

 Weapon:  

  click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.
SELECT SOLDIERING WEAPON:



 click here to update soldiering weapon.
WEAPON LORE WEAPON SELECTION:

 's class () does not ever acquire Weapon Lore. Cannot select a Weapon Lore weapon.
WEAPON LORE WEAPON SELECTION:

  has not acquired Weapon Lore. Cannot select a Weapon Lore weapon, yet.  
WEAPON LORE WEAPON SELECTION:


 Weapon Lore Slots:      Current Weapon Lored Weapons: 

 Weapon:  

  click here to roll/select a Weapon Lore weapon. The first weapon chosen is automatic.
MISSILE LORE WEAPON SELECTION:

 's class () does not ever acquire Missile Lore. Cannot select a Missile Lore weapon.
MISSILE LORE WEAPON SELECTION:

  has not acquired Missile Lore. Cannot select a Missile Lore weapon, yet.  
MISSILE LORE WEAPON SELECTION:


 Missile Lore Slots:      Current Missile Lored Weapons: 

 Weapon:  

  click here to roll/select a Missile Lore weapon. The first weapon chosen is automatic.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:

 's class () does not ever acquire Second Weapon Knowledge. Cannot select a Second Weapon Knowledge weapon.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:

  has not acquired Second Weapon Knowledge. Cannot select a Second Weapon Knowledge weapon, yet.  
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:


 Second Weapon Knowledge Slots:      Current Second Weapon Knowledged Weapons: 

 Weapon:  

  click here to roll/select a Second Weapon Knowledge weapon. The first weapon chosen is automatic.
SECOND WEAPON LORE WEAPON SELECTION:

 's class () does not ever acquire Second Weapon Lore. Cannot select a Second Weapon Lore weapon.
SECOND WEAPON LORE WEAPON SELECTION:

  has not acquired Second Weapon Lore. Cannot select a Second Weapon Lore weapon, yet.  
SECOND WEAPON LORE WEAPON SELECTION:


 Second Weapon Lore Slots:      Current Second Weapon Lore Weapons: 

 Weapon:  

  click here to roll/select a Second Weapon Lore weapon. The first weapon chosen is automatic.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:

 's class () does not ever acquire Projectile Knowledge. Cannot select a Projectile Knowledge projectile.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:


 Current Projectile Knowledged Weapons: 

 Projectile:  

  click here to roll for a Projectile Knowledge projectile.
PROJECTILE LORE PROJECTILE SELECTION:

 's class () does not ever acquire Projectile Lore. Cannot select a Projectile Lore projectile.
PROJECTILE LORE PROJECTILE SELECTION:

  has not acquired Projectile Lore. Cannot select a Projectile Lore projectile, yet.  
PROJECTILE LORE PROJECTILE SELECTION:


 Projectile Lore Slots:      Current Projectile Lored Projectiles: 

 Projectile:  

  click here to roll/select a Projectile Lore projectile. The first weapon chosen is automatic.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:

 's class () does not ever acquire Multiple Missile Knowledge. Cannot select a Multiple Missile Knowledge combo.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:


 Current Multiple Missile Knowledged Combos: 

 Launcher:  
 Missile:  

  click here to roll for Multiple Missile Knowledge combo.
MULTIPLE MISSILE LORE COMBO SELECTION:

 's class () does not ever acquire Multiple Missile Lore. Cannot select a Multiple Missile Lore combo.
MULTIPLE MISSILE LORE COMBO SELECTION:

  has not acquired Multiple Missile Lore. Cannot select a Multiple Missile Lore combo, yet.  
MULTIPLE MISSILE LORE COMBO SELECTION:


 Current Multiple Missile Lored Combos: 

 Launcher:  
 Missile:  

  click here to roll for Multiple Missile Lore combo.
MARTIAL KNOWLEDGE DISCIPLINE SELECTION:


 Attacks:   
 Blocks:   
 Holds:   
 Moves:   
 Throws: 

 Custom Martial Knowledge Selections:

   ATTACKS
   BLOCKS
   HOLDS
   MOVES
   THROWS
   Martial Punch
   Arm Block
   Half Neck
   Jump
   Arm Throw
   Martial Kick
   Leg Block
   Full Neck
   Flying
   Leg Throw
   Elbow Smash
   Body Block
   Arm
   Immoveable Stance
   Shoulder Throw
   Knee Smash
-
   Leg
   Spinning
   Body Throw
   Head Butt
-
   Torso
   Sweep
   Spin Throw
   Heel Strike
-
   Torso(1 Arm)
   Snap
-
   Rake
-
   Torso(2 Arms)
   Tension
-
   Finger Punch
-
-
   Double Attack
-
   Counter Punch
-
-
-
-
   Counter Kick
-
-
-
-
   Scissor Strike
-
-
-
-

  Fill custom values (changes selection to Custom Martial Knowledge discipline).

  Final commit of Martial Knowledge discipline choices (finishes update).
MARTIAL LORE VALUES SELECTION:

 's class () does not ever acquire Martial Lore. Cannot select Martial Lore values.
MARTIAL LORE VALUES SELECTION:

  has not acquired Martial Lore. Cannot select Martial Lore values, yet.  
MARTIAL LORE VALUES SELECTION:

 Current Martial Knowledge Values
  Attacks:   
  Blocks:   
  Holds:   
  Moves:   
  Throws: 

 Can select any to add:
   ATTACKS
   BLOCKS
   HOLDS
   MOVES
   THROWS
   Martial Punch
   Arm Block
   Half Neck
   Jump
   Arm Throw
   Martial Kick
   Leg Block
   Full Neck
   Flying
   Leg Throw
   Elbow Smash
   Body Block
   Arm
   Immoveable Stance
   Shoulder Throw
   Knee Smash
-
   Leg
   Spinning
   Body Throw
   Head Butt
-
   Torso
   Sweep
   Spin Throw
   Heel Strike
-
   Torso(1 Arm)
   Snap
-
   Rake
-
   Torso(2 Arms)
   Tension
-
   Finger Punch
-
-
   Double Attack
-
   Counter Punch
-
-
-
-
   Counter Kick
-
-
-
-
   Scissor Strike
-
-
-
-

  click here to roll Martial Lore to add any Martial Knowledge value (rolls against the first new 1 checked).

 Current Martial Lore Values: 

 Martial Lore:  

  click here to roll for a Martial Lore value.
MARTIAL KNOWLEDGE STANCE SELECTION:

 Current Martial Knowledge Stances: 


 Martial Knowledge Stances:  

  click here to roll to learn a Martial Knowledge stance.
MARTIAL LORE STANCE MASTERY SELECTION:

 's class () does not ever acquire Martial Lore. Cannot master martial stances.
MARTIAL LORE STANCE MASTERY SELECTION:

  has not acquired Martial Lore. Cannot master martial stances, yet.  
MARTIAL LORE STANCE MASTERY SELECTION:

 Current Martial Knowledge Stances: 

 Current Martial Lore Mastered Stances: 

 Martial Lore Stances:  

  click here to roll mastery for a martial stance with Martial Lore.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:

 's class () does not ever acquire Armor Knowledge. Cannot select armor configuration to lower penalties for.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:

  has not acquired Armor Knowledge. Cannot select armor configuration to lower penalties for, yet.  
ARMOR KNOWLEDGE CONFIGURATION SELECTION:

 Current equipped armor configuration (shields/clothing not included): 

 Armor Knowledge Slots: 
 Current Armor Knowledge set(s): 

  click here to roll Armor Knowledge for equipped configuration to lower armor penalties.
  click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
ARMOR LORE CONFIGURATION SELECTION:

 's class () does not ever acquire Armor Lore. Cannot select armor configuration to remove penalties for.
ARMOR LORE CONFIGURATION SELECTION:

  has not acquired Armor Lore. Cannot select armor configuration to remove penalties for, yet.  
ARMOR LORE CONFIGURATION SELECTION:

 Current equipped armor configuration (shields/clothing not included): 

 Armor Lore Slots: 
 Current Armor Lore set(s): 

  click here to roll Armor Lore for equipped configuration to remove all armor penalties.
  click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
SPELL MASTERY SPELL SELECTION:

 's class () does not ever acquire a spell mastery skill. Cannot master spells.
SPELL MASTERY SPELL SELECTION:

  has not acquired a spell mastery skill. Cannot master spells, yet.  
SPELL MASTERY SPELL SELECTION:

 All Spells:    
 Spell Mastery Slots:     Available Slots: 
 Current Mastered Spells: 

  click here to roll Spell Lore (or equiv.) to master a spell and add it to the list (1st spell is guranteed).
  click here to roll Spell Lore modified (or equiv.) to master a spell (1st spell is guranteed). +30% to created spells, etc..
LEARN NEW RACIAL SKILL:

  does not have any open slots for a new Racial Skill. Improve Knowledge rating before trying to learn a new Racial Skill.
LEARN NEW RACIAL SKILL:

 Select Skill to Learn:
  click here to select a Racial Skill to learn.
 Notes: many skills have prerequisites and may not be learned until those are met. Cannot select a Racial Skill already known.
 Many Magical/Divine Magical skills are restricted to specific races/classes. Check with your GM.
 Training is recorded for all skills. Training another skill will not lose the training you have applied to a different skill.


 Skill to Train:   
 Hours Trained (max. 8 per day): 
 Training Hours Needed:   

 BASE LEARN CHANCE:    %
 MODIFIERS:
   With Book: +10%
   With Library: +20%
   Self Taught: +0%
   Teacher Taught: +20%
   Instructor Taught: +50%  (Instructor must make Instruction Social Skill roll).
 Previous Failures: +x(10%)

 TOTAL CHANCE:    %

  click here to try to learn  .
LEARN NEW SOCIAL SKILL:

  does not have any open slots for a new Social Skill. Improve Knowledge rating before trying to learn a new Social Skill.
LEARN NEW SOCIAL SKILL:

 Select Skill to Learn:
  click here to select a Social Skill to learn.
 Notes: Cannot select a Social Skill already known. Training is recorded for all skills.
 Training another skill will not lose the training you have applied to a different skill.


 Skill to Train:   
 Hours Trained (max. 8 per day): 
 Training Hours Needed:   

 BASE LEARN CHANCE:    %
 MODIFIERS:
   With Book: +10%
   With Library: +20%
   Self Taught: +0%
   Teacher Taught: +20%
   Instructor Taught: +50%  (Instructor must make Instruction Social Skill roll).
 Previous Failures: +x(10%)

 TOTAL CHANCE:    %

  click here to try to learn  .
IMPROVE RACIAL SKILL:

 Select Skill to Improve:   Skill Chance:       click here to select racial skill.

 Skill to Train:        Skill Chance:   

 Hours Trained (max. 8 per day): 
 Training Hours Needed:   

 BASE IMPROVE CHANCE:    %
 MODIFIERS:
   With Book: +10%
   With Library: +20%
   Self Taught: +0%
      Improvement: 2d4%
   Teacher Taught: +20%    Teacher's Skill Chance:   (must be 10%+ higher than skill chance)
      Improvement: 2d4% (per 10% difference in skill chances).
   Instructor Taught: +50%  (must make Instruction roll).  Instructor's Skill Chance:   (must be 10%+ higher than skill chance)
      Improvement: 2d4+2% (per 10% difference in skill chances).
 Previous Improvements: -x(5%)  (includes initial learning of skill)
 Previous Failures: +x(10%)

 TOTAL CHANCE:    %

  click here to try to improve  .
IMPROVE SOCIAL SKILL:

 Select Skill to Improve:   Skill Chance:       click here to select social skill.

 Skill to Train:        Skill Chance:   

 Hours Trained (max. 8 per day): 
 Training Hours Needed:   

 BASE IMPROVE CHANCE:    %
 MODIFIERS:
   With Book: +10%
   With Library: +20%
   Self Taught: +0%
      Improvement: 2d4%
   Teacher Taught: +20%    Teacher's Skill Chance:   (must be 10%+ higher than skill chance)
      Improvement: 2d4% (per 10% difference in skill chances).
   Instructor Taught: +50%  (must make Instruction roll).  Instructor's Skill Chance:   (must be 10%+ higher than skill chance)
      Improvement: 2d4+2% (per 10% difference in skill chances).
 Previous Improvements: -x(5%)  (includes initial learning of skill)
 Previous Failures: +x(10%)

 TOTAL CHANCE:    %

  click here to try to improve  .
UPDATE NAME:
Existing Name:    New Name: 

 click here to update name.
LANGUAGES: None
No update possible.
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
LANGUAGES:
Language 1  
Language 2  
LANGUAGES:
Language 1  
Language 2  
Language 3  
LANGUAGES:
Language 1  
Language 2  
Language 3  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
Language 8  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
Language 8  
Language 9  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
Language 8  
Language 9  
Language 10  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
Language 8  
Language 9  
Language 10(  
LANGUAGES:
Language 1  
Language 2  
Language 3  
Language 4  
Language 5  
Language 6  
Language 7  
Language 8  
Language 9  
Language 10  

To update languages just overwrite the existing value(s) and hit update.

 click here to update languages.
UPDATE GENDER:
Existing Gender:    New Gender: 

 click here to update gender.
UPDATE FAITH:
Existing Faith:    New Faith(30 Characters Max): 

 click here to update faith.
UPDATE SOCIAL CLASS:
Existing Social Class Rating:    New Social Class Rating: 
Note: The GM will let the player know if their Social Class should be changed based on a change to the Character's social rank.

 click here to update Social Class.
UPDATE AGE:
Existing Age:    New Age: 
Existing Apparent Age:    New Apparent Age: 

 click here to update Age/Apparent Age.
UPDATE FEATURES:
EXISTING:   
Height: "  
Frame:   
Weight:  lb.  
   
   
   
 
UPDATE: 
  Height:  Feet:  '  Inches:  "
  Frame: 
  Weight:     lb.
  Head Covering:  Name:   Value: 
  Body Covering:  Name:   Value: 
  Eyes:  Name:   Value: 
  Skin:  Name:   Value: 

 click here to update Features.
 click here to restore Features to their original values.
UPDATE CHANGELING RACE:

  is  and not a Changeling. Cannot change race.
UPDATE CHANGELING RACE:

Changeling appears as race:     Notes: STR, AGL, VIT, APP may change based on race changes.
UPDATE RACE FEATURES: 
  New Gender: 
  Slight Physique: (+1 AGL/-1 STR, etc.)
  Height:  Feet:  '  Inches:  "
  Notes: height must be within 1 and 1/2 feet of their original height of
  Frame: 
  Weight:     lb.
     
     
     
     

 click here to update Changeling Race.
  Notes: may only change forms twice per day.
UPDATE FORMLESS HOST:

  is  and not a Formless. Cannot possess a new host.
UPDATE FORMLESS HOST:

New Formless Host:  
Host Type:  
Hours Dead(if corpse):    
Notes: -5% Control Resistance to possess per full hour dead (not used for mindless husks).

NEW FORMLESS HOST ATTRIBUTES: 
New STR:   STR MAX: 
New AGL:   AGL MAX: 
New VIT:   VIT MAX: 
New APP:   APP MAX: 
New SOC:   SOC MAX: 

NEW FORMLESS HOST FEATURES: 
  New Gender: 
  Slight Physique: (+1 AGL/-1 STR, etc.)
  Height:  Feet:  '  Inches:  "
  Frame: 
  Weight:     lb.
     
     
     
     

 click here to roll a special Control Resist to possess a new host.
Notes: Formless are immune to control but do require a special Control Resistance to possess the new host.
Special Formless Control Resistance: %
RETAIN FORMLESS HOST:

  is  and not a Formless. Is not possessing a host.
RETAIN FORMLESS HOST:

Current Host: 
Host Type: 
Occupied For:  (s)
Can Occupy For:  (s)

Special Formless Control Resistance: %
Retention Modifier: -5% chance per  occupied.

 click here to roll a special Control Resist to retain current host.
Notes: Formless are immune to control but do require a special Control Resistance to retain a host at the end of each period.


FORMLESS FREE PSYCHE CHECK:

  is  and not a Formless. No free psyche to check.
FORMLESS FREE PSYCHE CHECK:

  is a Formless but has a current host. No free psyche to check.
FORMLESS FREE PSYCHE CHECK:

After  hours the free psyche must be checked for 1 point Will Force loss and insanity each hour.

Current Will Force: 
Special Formless Control Resistance: %
Will Force Save: %

 click here to roll a special Control Resist to avoid Will Force loss.
Notes: A Will Force save will be rolled to avoid insanity if the Control Resistance fails.


ADD/REMOVE POWERS/ABILITIES:
Additional Powers/Abilities:

ADD ABILITIES:
   New Ability(Open):  (No Commas!)   click here to add constant input ability.
   Magical Abilities:     click here to add constant magical ability.
   Divine Abilities:     click here to add constant divine ability.

ADD POWER:
   New Powers(Open):  (No Commas!)      click here to add input power.
   Magical Powers:        click here to add magical power.
   Divine Powers:        click here to add divine power.
  Notes: by title means activation is set by title/level.
     0=1x month, 1-3=1x week, 4-6=1x day, 7-9=2x day, 10-12=3x day, 13-15=4x day, 16-19=5x day, 20+=at will.
     Powers and abilities are for display, but when in effect they may need to be set as modifiers in (Update Temporary Modifiers).

REMOVE POWER/ABILITY:
Power/Ability:       click here to remove selected power/ability.
ADD/REMOVE TEMPORARY MODIFIERS/EFFECT NAMES:

ADD/REMOVE EFFECT NAMES:
EFFECTS:

ADD EFFECT:
   New Effect(Open):  (No Commas!)   click here to add input effect.
   New Magical Effect:     click here to add magical effect.
   New Divine Effect:     click here to add divine effect.
  Note: Effects are for display (must also select and set matching modifiers below).

REMOVE EFFECT:
Effect:       click here to remove selected effect.
  Note: Effects are for display (must also select and remove matching modifiers below).

ADD/REMOVE MODIFIERS:

  ATTRIBUTES: 
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
  Current Rating
  Input Mundane
  Mundane Modifiers
  Natural Maximum
  Input Magic
  Magic Modifiers
  Magical Maximum

   click here to set ALL attribute modifiers (here and on sheet).
   click here to clear ALL attribute modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-2 for 2, 2 for -2, etc.), and push SET.

  CHARACTERISTICS: 
Endurance
Perception
Affinity
Fortune
  Current Values
  Input Modifier
  Modifiers

   click here to set ALL characteristic modifiers (here and on sheet).
   click here to clear ALL characteristic modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-3 for 3, 3 for -3, etc.), and push SET.

  RESISTANCES: 
Magic
Illusion
Control
Poison
Disease
  Current Values
  Input Modifier
  Modifiers
  Immune?
 
 
 
 
 

   click here to set ALL resistance modifiers (here and on sheet).
   click here to clear ALL resistance modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-10 for 10, 10 for -10, etc.), and push SET.

  MOVEMENT: 
 
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Daily/Rest
 
Stand/Up
  Current
Walk:
/ /
Jog:
/ /
Run:
/ /
/ /
Travel:
/
Jump:
'/'
  Input
  Modifiers
  Note: movement modifiers are a single modifier that turns into multiple modifiers, 2 becomes (2/20/2),3 becomes (3/30/3), etc.

  Movement Multiplier Modifier:    Input:      Modifier:      Notes: temporarily overrides racial multiplier. Values = 2(x2), .5(x1/2), etc.

  Replace Special Movement Type:    Temp Special Movement:      Temp Special Speed Multiplier:    

   click here to set ALL movement modifiers (here and on sheet).
   click here to clear ALL movement modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-4 for 4, 4 for -4, etc.), and push SET.

  COMBAT: 
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
  Current Values
  Input Modifier
  Modifiers

  Extra Dice Damage:    
  Extra Damage per Die:    

  Temporary Ambidexterity?:   

  Speed Seconds:    Modifier: 

  Shock Immunity?:   

  Hide:     Modifier: 
  Force Armor (non-armor effect):    Modifier: 
  Spiritual Armor (non-armor effect):    Modifier: 
  Outer Kinetic Armor (non-armor effect):    Modifier: 
  Damage Absorption(non-armor effect):    Modifier: 
  Note: Force/Spiritual Armor/Outer Kinetic Armor/Damage Absorption effects on armor pieces/suits is already accounted for.

  Pain Threshold:    Modifier:    
  Note: reduces or adds to all incoming damage (-/+)

  Fumble Range (increase):    Modifier: 
  Called Shot (increase):    Modifier: 
  Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring.
        Example: a called shot increase of 2 means called shots now occur on a natural 20, 19, or 18 (for a beginner).

   click here to set ALL combat modifiers (here and on sheet).
   click here to clear ALL combat modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-1 for 1, 1 for -1, etc.), and push SET.

  EQUIPMENT: 
  Weight Modifier:    Modifier: 
  Note: modifies the weight of all items equipped/carried (multiplier, 2=x2, .5=x1/2). Overrides magic item Lighten Load effects.
  Capacity Modifier:    Modifier: 
  Note: modifies the character's carrying capacity (multiplier, 2=x2, .5=x1/2). Overrides divine item Spirit of the Donkey effects.
   click here to set ALL movement modifiers (here and on sheet).
   click here to clear ALL movement modifiers (here and on sheet).

  FATIGUE: 
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  Modifiers

  Fatigue Level:     Value:    Fatigue Immunity?:   

  Fatigue Level
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  0
+0%
+0
+0
+0
1
+0
None
  1
-5%
+0
+0
+0
.75
+1
None
  2
-10%
+0
+0
-1
.75
+1
None
  3
-15%
-1
-1
-2
.75
+2
None
  4
-20%
-2
-2
-3
.5
+2
VIT Save
  5
-25%
-3
-3
-4
.5
+3
VIT Save-5%
  6
-30%
-4
-4
-5
.5
+3
VIT Save-10%
  7
-35%
-5
-5
-6
.5
+4
VIT Save-15%
  8
-40%
-6
-6
-7
.25
+4
VIT Save-20%
  9
-45%
-7
-7
-8
.25
+5
VIT Save-25%
  10
-50%
-8
-8
-9
.25
+5
VIT Save-30%

  Mental Fatigue Level:     Value:    Modifier:  %  (-5% to all skills per level)   Mental Fatigue Immunity?:   

   click here to set ALL fatigue modifiers (here and on sheet).
   click here to clear ALL fatigue modifiers (here and on sheet).

  BERSERKING: 
   click here to set berserk modifiers (after successful skill roll).
   click here to set after berserk modifiers (after Berserking Skill or Berserker Root herb wears off).
   click here to clear after berserk modifiers.

  NON-SKILL EVOKE: 
  Magical Evoke:  
   click here to set selected magical evoke (automatic/non-skill).

   click here to clear ALL active evokes.

 click here to clear ALL modifiers!
 click here to close modifications tab.
UPDATE GME ATTACK SKILL:

ATTACK SKILL:
Attack Skill: 
   Change to the new attack skill (GME only).
CHARACTER SHEET CONFIG

Current Configuration:

Character Sheet Style:   

Color Scheme(Color sheet only): 
Equipment Handling:   

Attack Verbosity:   

Switch Sheet: 

Calc/Show Experience Value: GM use for GMCs and GMEs.
   Show Experience? (Bottom of Main Tab)
Experience Bonuses:
  Poison Type? 
   Slaying?      Character Class? (GMCs)      Caster/Invoker?      Damaging Touch?      Draining Touch?
   Breath Weapon?      Convert Victim?      Gaze Attack?      Chameleon?      Mind Control?      Invisibility?
 Calculate Experience Value

Split Experience: 
EXP to Split:       Fill with GMC/GME EXP value?
Split Number#:  Number to recieve Exp (whole number)   Difficulty?  Below 100% lowers EXP to split.
 Calculate Experience Value
EXP per person:    EXP remainder: 
ABOUT

IMAGINE ROLE PLAYING™
For more information visit:
https://www.role-playing.com

Imagine Character Sheet (ICS)
(for Roll20 virtual table top)

Version: 1.0.320 (Release)

Developed by W. Michael Tenery III
Roll20 User Id: 101005
with help from Brian Carroll and Joshua Tenery

User Documentation: https://owncloud.role-playing.com/index.php/s/CUcnU01Dl3FWhSo
Version 1.0 features

Main Info Page (Name/Race/Gender/Class)
Main Info Page (Alignment/Tendencies)
Main Info Page (Experience)
Main Info Page (Attributes)
Main Info Page (Characteristics)
Main Info Page (Resistances)
Main Info Page (Movement)
Main Info Page (Racial Features)
Main Info Page (Handedness)
Main Info Page (Languages)
Main Info Page (GM:Optional EXP value)
Skills Page (Race Skills)
Skills Page (Social Skills)
Skills Page (Class Skills)
Skills Page (Common Skills)
Equipment Page (Money)
Equipment Page (Items, Free)
Equipment Page (Items, Loose)
Combat Page (Attack Charts)
Combat Page (Combat Modifiers)
Combat Page (Weapon Listing)
Combat Page (Attack Handling)
Combat Page (Weapon Modification Effects)
Combat Page (Magical Weapon Effects)
Combat Page (Weapon Parry)
Combat Page (Weapon/Missile Lore,2nd Weapon Know./Lore Handling.)
Combat Page (Lobbing Attacks)
Combat Page (Situational Modifiers)
Combat Page (Martial Know. Handling)
Combat Page (Martial Lore Handling)
Combat Page (Martial Stance Handling)
Combat Page (Grappling Handling)
Combat Page (Brawling Handling)
Combat Page (Natural Attack Handling)
Combat Page (Body Charts)
Combat Page (Shield Parry)
Combat Page (Body Parry)
Combat Page (Armor Equipping)
Combat Page (Damage Handling)
Combat Page (Healing Handling)
Combat Page (Armor Repair Handling)
Magic and Specials Page (Standard Abilities/Disabilities)
Magic and Specials Page (Standard Class Modifiers)
Magic and Specials Page (Social Skill Modifiers)
Magic and Specials Page (Commune/Endure chances)
Magic and Specials Page (Memorization Points)
Magic and Specials Page (Aura/Arcane/Invoking)
Magic and Specials Page (Mental Combat)
Magic and Specials Page (Temporary Modifiers)
Magic and Specials Page (Fatigue)
Magic and Specials Page (Consumables)
Magic and Specials Page (Lore)
Magic and Specials Page (Evoke Powers)
Magic and Specials Page (Invocations)
Magic and Specials Page (Spells)
Background and Journal (Free Input)
Character Configurator-Step 1 (Gender and Races)
Character Configurator-Step 2 (Attributes)
Character Configurator-Step 3 (Features/Other Race Mods)
Character Configurator-Step 4 (Handedness and Languages)
Character Configurator-Step 5 (Class)
Character Configurator-Step 6 (Skills)
Character Configurator-Step 7 (Alignment)
Character Configurator-Step 8 (Starting Money/Equipment/Lore)
Character Configurator-Step 9 (Faith/Name/Finish)
Character Updater (Add Exp)
Character Updater (Set Exp)
Character Updater (Set Title and Goal)
Character Updater (Level Up!)
Character Updater (Level Up - Check Arch Mortal Qualify)
Character Updater (Show Arch Mortal [11th Title] Qualify)
Character Updater (Add Weapon Proficiency)
Character Updater (Select Soldiering Weapon)
Character Updater (Select Weapon Lore Weapon)
Character Updater (Select Missile Lore Weapon)
Character Updater (Select 2nd Weapon Know. Weapon)
Character Updater (Select 2nd Weapon Lore Weapon)
Character Updater (Select Projectile Know. Proj.)
Character Updater (Select Projectile Lore Proj.)
Character Updater (Select Multi Missile Know. Combo)
Character Updater (Select Multi Missile Lore Combo)
Character Updater (Select Martial Know. Discipline)
Character Updater (Select Martial Lore Details)
Character Updater (Select Martial Know. Stance)
Character Updater (Select Martial Lore Stance)
Character Updater (Select Armor Know. Config.)
Character Updater (Select Armor Lore Config.)
Character Updater (Select Spell Mastery Spells)
Character Updater (Add New Racial Skill)
Character Updater (Add New Social Skill)
Character Updater (Train Up Racial Skill)
Character Updater (Train Up Social Skill)
Character Updater (Name Change)
Character Updater (Add/Update Languages)
Character Updater (Change Gender)
Character Updater (Change Faith)
Character Updater (Update Social Class)
Character Updater (Update Age)
Character Updater (Update Features: height, weight, eyes, hair, etc.)
Character Updater (Changeling Switch Race)
Character Updater (Formless New Host)
Character Updater (Formless Host Retention)
Character Updater (Formless Check Free Psyche)
Character Updater (Add/Remove Powers/Abilities)
Character Updater (Update Temporary Modifiers)
Character Sheet Config (Standard Sheet Style)
Character Sheet Config (Color Sheet Style)
Character Sheet Config (Equip Styles)
Character Sheet Config (Attack Verbosity Styles)
Character Sheet Config (GM: Show/Calc EXP Value)
About Info (This page)
(Overall) Races - One Race (Races A-X)
(Overall) Races - Half Races (Races A-X)
(Overall) Classes (A-W)
(Overall) GME Sheet
(Overall) Creature Sheet


@TODO for Version 2.0
Class Skills(Add skill details, non-acquired blocking: Slay, etc.)
Magic and Specials Page (Special Abilities)
Magic and Specials Page (Special Disabilities)
Background and Journal Page (Family Details)
Background and Journal Page (Special Background)
Background and Journal Page (Special Heritage)
Character Updater (Remove a Weapon Proficiency)
Character Updater (Insanity)
Character Configurator (Move Finish to Step 10)
Character Configurator-Step 9 (Specials:Abilities/Disabilities)
Character Configurator-Step 6.1 (0-Title Player characters)
Character Configurator-Step 6.2 (Professions/Bonus Skills)
Equipment Page (Items, Realistic)
@TODO for Version 3.0
Classes - Jack of All Trades
Races - Part Races (Races A-X)
Races - Multi Races(3) (Races A-X)
Character Configurator-Step 6.3 (Specialists)
Character Updater (Subclass)
Character Updater (Orders)
Character Updater (Arch Orders)
Character Updater (Grand Orders)

@TODO for Version X.XX
Races - Trace Race (Races A-X)
Races - Multi Races(4) (Races A-X)
Character Updater (Incarnate Templates)
Character Updater (Undead Templates)
Character Updater (Returned Templates)
Character Updater (Demi-God Templates)
Character Configurator-Step 6.3 (Multi-class Characters)
Racial Name Generator
Guided Character Creation

@BUGS(Known)
*Duplicate Customized Equipment Loss. Sheet:Equipment, Minor:workaround exists
Item lost after customizing two base items the same way separately
and then moving 1 of them to a different list in the equipment sheet.
  A) Customize an item with a base item name.
  B) Customize a second item with the same base item name the same way.
  C) 2 items will now be in the equipment list they were created in.
    They will have the same full name but be shown twice.
  D) Move 1 of them to any other equipment list.
  Result: 1 item gets moved, 1 item is lost.
  Workaround 1: When customizing 2 items the same way, set the number to 2
  and do both at once.
  Workaround 2: When customizing a second item the same way, move 1 item to
  different list and make the new item in a seperate list. Then move either item
  to the same list as the other. Their numbers will combine without item loss.

↞⇐⇚ IMAGINE CREATURE SHEET ⇛⇒↠
MAIN CREATURE INFO
      (, Level )
Habits/Life Cycle: 
Climate/Habitat: 
Body Type 
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
%
%
%
%
%
%
%
%
%
%
%
%
RESISTANCES:
MR
CR
IR
PR
DR
CHARACTERISTICS:
Endurance
Hide*
Shock
Perception
Affinity
Fortune
*Includes natural hide, force armor, spiritual armor, and all damage mitigation (except worn armor).
MODIFIERS:
Melee
Missile
Damage
Defensive
Initiative
Height/Length: "   Weight:  lb.  
Movement: 
Alignment: 
Attacks: ()
Attacks Notes: 
Experience Value:   
Skills: 
Skill Notes: 
Abilities: 
Ability Notes: 
Powers: 
Power Notes: 
Disabilities: 
Disability Notes: 
Immunities: 
Immunity Notes: 
Notes:   
CREATURE SKILLS
Practitioner Title (all skills): 
%
COMMON SKILLS: Common skills are GM discretion. A Giant Frog will not use Street Knowledge but it will try Leap.
Skill Name
Base
ROLL
MOD+/-
Skill Name
Base
ROLL
MOD+/-
Skill Name
Base
ROLL
MOD+/-
COMMON SOCIAL SKILL:(must know of)
Base
ROLL
MOD+/-
CREATURE COMBAT
ATTACK SKILL: 
COMBAT MODIFIERS: 
LORE ATTACK SKILL: 
Miss
Miss
Hit
Hit
Hit
Hit
Miss
Miss
Called
Short
Modifier
STR
AGL
INT
Weight
Armor
Other
|
Total
Off Hand
DAMAGE
-
-
-
|
DEFENSIVE
-
-
-
-
|
-
MELEE
-
-
-
-
|
MISSILE
-
-
-
-
|
INITIATIVE
-
-
-
|
-
WEAPON SPEED
-
-
-
|
-
SKILLS
-
-
-
-
-
|
%
%
ROLL INITIATIVE
 SPECIFIC COMBAT MODIFIERS:
Miss
Miss
Hit
Hit
Hit
Hit
Miss
Miss
Called
Short
TOTAL WEAPON PROFICIENCIES: 
USED: 
AVAILABLE: 
   NON-PROFICIENCY PENALTIES --  TO HIT:      COMBAT SKILLS: %
ATTACK
ATKMOD
  PARRY
Prof
Name(Type)[Specials/Mods]
Damage
Str
Speed
Min
Length
Missile
Thrust
Cut
Smash
Skills
Weight
Hit
2H
Off
WL
ML
2Kw
2Lr
Pt.Blank
Short
Medium
Long
Xtrm
 
 
 
 
 None
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
 
 
 
 -
 -
 -
 -
 -
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Weapon Proficiency(Prof)   Weapon Strength(Str) [I]=Invulnerable, [R]=Magic Repair  2H=2 Handed  In Off Hand(Off)  Weapon Lore(WL)  Missile Lore(ML)  2nd Weapon Know.(2Kw)  2nd Weapon Lore(2Lr)  Missile Ranges
   LOBBING ATTACK:         Name:      Damage(4d6+1,etc.)*:      Damage Type: 
   Example:     Weight:     Shape:     Ranges:  PB:    S:    M:    L:    X:
   * Lobbed melee weapons do half damage unless a called shot is made.
   SITUATION MODS:   For  attacks -   Melee:    Missile:    Damage:    Dam Multiple:    Defense:   
   Special: 
Melee Situational Modifiers:
  Critical Skill:
       (x2 Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (No Defense)
  Focused Attack Skill:
       (Max Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (No Defense)
  Temp Damage Modifier:   Extra Damage Dice:      Extra Damage per Die: 
  Surprise: Surprise   (+4 Melee/+6 Dam)           Surprise Attack Skill          (x2 Dam)
  Called Shot: Called Shot   (Miss=Half Damage)
  Position: Side   (+2 Melee/+1 Dam)   Rear   (+4 Melee/+2 Dam)   Above   (+2 Melee/+2 Dam)   Below   (-2 Melee/-2 Dam)
  Target: Against Wall   (+2 Melee/x2 Dam)   Prone/Dazed   (+6 Melee/x2 Dam)   Immobile   (+10 Melee/Max x2 Dam)
  Speed: Brace Skill          (+2 Melee/+2 Dam)   Charging   (+2 Melee/x2 Dam)   Diving   (+3 Melee/x3 Dam)
  Engagement: Standard   (None)   Furious Attack   (+2 Melee/+2 Dam/+4 Defense)   Desperate Defense   (No Attacks/+20% Skills/-4 Defense)     Visibility(Self): Invisible   (+4 Melee/-8 Defense)   Fade(Darkness)   (+4 Melee/-8 Defense)
  Visibility(Target): Invisible   (-8 Melee)   Fade(Darkness)   (-8 Melee)   Fade(Diffuse Light)   (-8 Melee)
                                Fade(Dim Light)   (-6 Melee)   Fade(Normal Light)   (-4 Melee)   Fade(Sunlight)   (-2 Melee)
  Visibility(Environment): Partial Darkness(Dim)   (-4 Melee/+2 Defense)   Darkness   (-8 Melee/No Defense)
  Cover(Target): Against Cover   (-4 Melee)
  Cover(Self): In Cover   (+4 Defense)   In Water   (-4 Melee/+2 Defense)   Underwater   (-2 Melee/-6 Dam/+4 Defense)
  Attacker Disability: Deaf   (-1 Melee/-1 Dam/+1 Defense)   Blind   (-8 Melee/No Defense)
  Target Size Difference: (Bug - Rat - Podling - Fairy - Midfolk - Dwarf - Elf - Human - Ogre - Small Giant - Giant - Large Giant - Titan)
  1-Bigger   (+1 Melee)   2-Bigger   (+2 Melee)   3-Bigger   (+3 Melee)   4-Bigger   (+4 Melee)   5-Bigger   (+5 Melee)   6-Bigger   (+6 Melee)  
  7-Bigger   (+7 Melee)   8-Bigger   (+8 Melee)   9-Bigger   (+9 Melee)   10-Bigger   (+10 Melee)   11-Bigger   (+10 Melee)   12-Bigger   (+10 Melee)  
  1-Smaller   (-1 Melee)   2-Smaller   (-2 Melee)   3-Smaller   (-3 Melee)   4-Smaller   (-4 Melee)   5-Smaller   (-5 Melee)   6-Smaller   (-6 Melee)  
  7-Smaller   (-7 Melee)   8-Smaller   (-8 Melee)   9-Smaller   (-9 Melee)   10-Smaller   (-10 Melee)   11-Smaller   (-11 Melee)   12-Smaller   (-12 Melee)  
  Target Body Area(Optional): Giant(Dragon's Belly)   (+4 Melee)   Large(Dragon's Neck)   (+2 Melee)   Oversize(Centaur Belly)   (+1 Melee)
                                Undersized(Forearm, Mid-Torso, Shin)   (-2 Melee)   Small(Neck)   (-4 Melee)   Tiny(Hand/Foot)   (-6 Melee)
Missile Situational Modifiers:
  Perfect Shot:
       (Max Dam)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit:  (+1 Dam)   Crit Fail:  (Half Damage)
  Quick Load:
       (Half Reload Speed)   Weapon Slot(1-10):    Name:    Skills Mod: %   Crit Fail:  (AGL Save or drop Projectiles)
  Brace Skill:
       (+2 Missile/+2 Dam)
  Temp Damage Modifier:   Extra Damage Dice:      Extra Damage per Die: 
  Surprise: Surprise   (+4 Missile/+6 Dam)            Surprise Attack Skill          (x2 Dam)
  Called Shot: Called Shot   (Miss=Half Damage)
  Aiming: Aim 1 Second:  (+1 Missile)   Aim 2 Seconds:  (+2 Missile)   Aim 3 Seconds:  (+3 Missile)   Aim 4 Seconds:  (+4 Missile)
  Range: Point Blank:  (+2 Missile/+1 per Die)   Short:  (None)   Medium:  (-2 Missile)   Long:  (-4 Missile)   Extreme:  (-6 Missile/-1 per Die/Random Location)
  Wrong Type/Size Projectile: Wrong Type/Size:  (-2 Missile)   Override Type Check:  (Removes Check)
  Multiple Weapons/Projectiles: 2 Missile Weapons   (-4 Missile)   2 Projectiles   (-4 Missile/-6 Dam)   3 Projectiles   (-8 Missile/-12 Dam)
  Visibility(Target): Invisible   (-8 Missile)   Fade(Darkness)   (-8 Missile)   Fade(Diffuse Light)   (-8 Missile)
                                Fade(Dim Light)   (-6 Missile)   Fade(Normal Light)   (-4 Missile)   Fade(Sunlight)   (-2 Missile)
  Visibility(Environment): Partial Darkness(Dim)   (-4 Missile/+2 Defense)   Darkness   (-8 Missile/No Defense)
  Cover(Target): Behind Cover   (-4 Missile)
  Attacker Disability: One Eye   (-2 Missile)   Blind   (-8 Missile/No Defense)
  Target Size Difference: (Bug - Rat - Podling - Fairy - Midfolk - Dwarf - Elf - Human - Ogre - Small Giant - Giant - Large Giant - Titan)
  1-Bigger   (+1 Missile)  2-Bigger  (+2 Missile)  3-Bigger  (+3 Missile)  4-Bigger  (+4 Missile)  5-Bigger  (+5 Missile)  6-Bigger  (+6 Missile)
  7-Bigger  (+7 Missile)  8-Bigger  (+8 Missile)  9-Bigger  (+9 Missile)  10-Bigger  (+10 Missile)  11-Bigger  (+10 Missile)  12-Bigger  (+10 Missile)
  1-Smaller  (-1 Missile)  2-Smaller  (-2 Missile)  3-Smaller  (-3 Missile)  4-Smaller  (-4 Missile)  5-Smaller  (-5 Missile)  6-Smaller  (-6 Missile)
  7-Smaller  (-7 Missile)  8-Smaller  (-8 Missile)  9-Smaller  (-9 Missile)  10-Smaller  (-10 Missile)  11-Smaller  (-11 Missile)  12-Smaller  (-12 Missile)
  Target Body Area(Optional): Giant(Dragon's Belly)   (+4 Missile)   Large(Dragon's Neck)   (+2 Missile)   Oversize(Centaur Belly)   (+1 Missile)
                                Undersized(Forearm, Mid-Torso, Shin)   (-2 Missile)   Small(Neck)   (-4 Missile)   Tiny(Hand/Foot)   (-6 Missile)
   MARTIAL KNOWLEDGE/LORE -- DISCIPLINE:     
   MARTIAL DISCIPLINE MODS:   Melee:    Damage:    Dam Multiple:    Defense:    From Prone: 
     Special: 
 SKILL
 MOD
 MADE
 HIT
 MOD
 Attack Name
 Rating
 Mod
 Speed
 Min
 Damage
 Notes
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 -
 -
 -
 -
 -
 -
 -
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 SKILL
 MOD
 Block Name
 Rating
 Mod
 Speed
 Notes
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 -
 -
    -
 -
 -
 -
 -
 -
 -
 -
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 Hold Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 
 
    
 
 
 
 
 %
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 -
 -
    -
 -
 -
    -
 -
 -
 -
 -
 -
 -
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 TOUCH
 MOD
 MADE
 SKILL
 MOD
 MADE
 Throw Name
 Rating
 Mod
 Speed
 Damage
 Notes: 1d4 areas,+1 rating/+1 die dam per target 50 lb. over 200.
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 
 
    
 
 
    
 
 
 %
 
 
 
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 -
 -
    -
 -
 -
 -
 -
 -
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
 SKILL
 MOD
 MADE
 Move Name
 Rating
 Mod
 Speed
 Notes
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
 
 
    
 
 
 %
 
 
    
   MARTIAL STANCE MODS:   Blind Attack:    Blind Defense: 
     Melee:    Missile:    Damage:    Dam Multiple:    Defense: 
     Special: 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
 Active
 Stance Name
 Speed
 Mastery
 Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
    
 
 3
    
 
   MARTIAL LORE MODS:   General: Spinning can be combined with Flying/Jumping Martial Know. moves.   Blind Attack: +   Blind Defense: 
     Melee:    Damage:    Dam Multiple:    Defense: 
     Special: 
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 -
 -
    -
 -
 -
 -
 -
 -
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 SKILL
 MOD
 MADE
 Lore Name
 Type
 Rating
 Mod
 Notes:
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
 
 
    
 
 
 
 
 
    
 GRAPPLING
 ROLL
 MOD
 Speed
 Min
 Mod
 Damage
 Notes: Any weapon 18 inches(1.5 feet) in length or less can be used in a grapple.
 
 
 
 
 
 
 
 BRAWLING
 ROLL
 MOD
 Type
 Speed
 Min
 Damage
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   EVOKE ATTACKS:
 EVOKE
 ROLL
 MOD
 Attack Type
 Speed
 Min
 Damage
 Damage Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   CREATURE ATTACKS:
 ROLL
 MOD
 Name
 Type
 Speed
 Min
 Damage
 Type
 Special
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   BODY TYPE:    END:    SHOCK:    HIDE:    Spiritual Armor:    Force Armor:    Outer Kinetic Armor: 
   STR:    Save:          AGL:    Save:          VIT:    Save:      
   SHIELD:    Armor:          vs. Missile: 
   Random Hit:    Defensive:          Endure(the final chance!): %  
 #
 Body Area
 END
 Type
 Effect
     VIT
 Wounds
  PARRY
   MOD
 Total
 Armor(1)
 Armor(2)
 Armor(3)
 Clothing(4)
 Shield(5)
 Damage
 0
 Base Endurance
 
 Vital
 Death
 
 
 -
 -
 -
 -
 -
 -
 -
 -
 -
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   ARMOR EQUIPPED: 
   CLASS ARMOR USEABLE: 
   ARMOR PENALTIES:
     Inner Kinetic Armor  Spell: reduces armor penalties by 1 level.
   Skills: Combat Skills and Move Unheard/Unseen     Defensive:      Initiative:      Weapon Speed:       Armor Knowledge      Armor Lore
   DAMAGE/HEALING/REPAIR:     Total Current Damage:    Damage Absorption:    Magic Shield: 
   Damage:    Body Area#:    Name:     All Areas   Type:    +:     Bypass Non-Magic    Bypass All  
   Healing:     Body Area#:    Name:     All Areas    Stabilize    Regeneration    Restoration  
   Repair:       Body Area#:    Name:     Repair To Full    Repair All Areas  
CREATURE EQUIPMENT/TREASURE
Wealth(in Gold):      Platinum:      Gold:      Silver:      Copper: 
Gems: 
Jewelry/Other: 
Special: 
Update Coins: Type    No# of Coins:         
Update Gems: Type    No# of Gems:       Value/Each:         
Update Jewelry/Other: Name(30 Char)       No#:       Value/Each:       
EQUIPPED: Worn items, in hand, or easily reachable in combat.
  Armor: 
  Weapons: 
  Equipment: 
CARRIED: Items not worn, or not easily reachable.
  Armor: 
  Weapons: 
  Equipment: 
MOUNTS/VEHICLES: Items on a mount or vehicle.
  Armor: 
  Weapons: 
  Equipment: 
TREASURE/HOARD: Items at in a treasure stash or horde.
  Armor: 
  Weapons: 
  Equipment: 
Notes:
Equip/Remove Buckler on/from wrist?  
MOVE ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
To:
   Note: Armor equip: 1st clothing, 2nd flexible, 3rd semi-flexible, 4th rigid, then skirts/gorgets/codpieces/girdles. Armor Suits to empty body.            Unequipping damaged armor, without repairing it degrades the condition. This will be reflected in armor value when it is requipped.
REMOVE/SELL ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
Set Cost:
Other Cost:

ADD/BUY ITEMS:
Type:
No#:
Leave blank for single items
To:Carried(Initially)
Set Cost:
Other Cost:
ARMOR AND CLOTHING:
Apparel: 
Environment Apparel: 
Creature From: 
(Wyvern/Giant Snake,etc.)
Armor Value: 
(used for Giant Chitin/Scales/etc.)
Notes: The two fields above are used for creature part armor. If two parts were used, the Giant Chitin creature type comes first then a `/`
and finally the second creature type for Giant Scales or Giant Leather. Do the same in the Armor Value if the two armor values differ.
Not doing this will result in failure to set proper armor values in the Combat Tab. These fields are ignored for all other armor types.

Gauntlets:   Protects: Hands
Great Helm:   Protects: Head, Neck
Helm:   Protects: Head
Composite Helm:   Protects: Head, Neck
Full Headgear:   Protects: Head, Neck, Shoulders
Headgear:   Protects: Head, Neck
Gorget:   Protects: Neck
Codpiece/Girdle:   Protects: Lower Torso (also removes groin called shots)
Breastplate:   Protects: Upper Torso, Mid Torso
Bodysuit:   Protects: (All)
Full Shirt:   Protects: All Torsos, Shoulders, Arms, Forearms
Half Shirt:   Protects: Upper Torso, Mid Torso, Shoulders, Arms
Long Shirt:   Protects: All Torsos, Shoulders, Arms, Forearms, Thighs
Long Sleeve Shirt:   Protects: Upper/Mid Torsos, Shoulders, Arms, Forearms
Armored Skirt:   Protects: Lower Torso
Long Skirt:   Protects: Lower Torso, Thighs
Leggings:   Protects: Lower Torso, Thighs, Shins, Feet
Leglets:   Protects: Thighs
Boots:   Protects: Boots(Feet), High Boots(Shins, Feet)
Leg Bracers:   Protects: Shins
Footgear:   Protects: Feet
Arm Bracers:   Protects: Forearms
Armlets:   Protects: Arms
Pauldrons:   Protects: Shoulders
Shield(Buckler):   Protects: 1 Hand or 1 Forearm
Shield(Small):   Protects: 1 Hand and 1 Forearm
Shield(Medium):   Protects: 1 Hand, 1 Forearm and 1 Arm
Shield(Large):   Protects: 1 Hand, 1 Forearm, 1 Arm and 1 Shoulder
Shield(Body):   Protects: 1 Hand, 1 Forearm, 1 Arm, 1 Shoulder, 1 Leg, 1 Shin, and 1 Foot
Armor Suit:   Protects: (All) - Must be equipped on an empty Humanoid body.
Barding:   Protects: Head, Neck, Forequarters and Hindquarters(Mount)
Centaur/Insectaur Barding:   Protects: Various depending on body type.
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 
WEAPONS:
Blades: 
Axes: 
Bludgeons/Picks: 
Piercers: 
Eastern Melee: 
Primitive Melee: 
Heroic Melee: 
Undersized Melee: 
Oversized Melee: 
Specialized Melee: 
Standard Missile: 
Eastern Missile: 
Primitive Missile: 
Undersized Missile: 
Oversized Missile: 
Early Gun/Cannon: 
Projectiles Composite Bow: 
Projectiles Compound Bow: 
Projectiles Great Bow: 
Projectiles Horn Bow: 
Projectiles Long Bow: 
Projectiles Recurve Bow: 
Projectiles Short Bow: 
Projectiles Welsh Bow: 
Projectiles Crossbow: 
Projectiles Hand Crossbow: 
Projectiles Heavy Crossbow: 
Projectiles Other: 
Projectiles Undersized: 
Projectiles Oversized: 
Explosives: 
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 
EQUIPMENT:
Containers:   
General Equipment: 
Beauty and Hygiene: 
Instruments: 
Provisions: 
Drinks and Spirits: 
Raw Materials: 
Climbing Equipment: 
Desert Equipment: 
Diving Equipment: 
Cold Equipment: 
Heat Equipment: 
Fishing Equipment: 
Flying Equipment: 
COST:
1/4 Low: 
1/2 Low: 
Low: 
Medium: 
High: 
Double: 
Triple: 

CUSTOMIZE ITEMS:
Name:
No#: blank for single item
Prefix:
(30 characters max)
Suffix:
(30 characters max)
From:
Condition:
Quality:
Set Weight: 
Weight is in lb.
Adjust Weight: 
200=double, -50=half
Weapon Customizations:
Armor Customizations:
Magical:
Base Aura: 
Magical Weapon:
Weapon Rune:
Rune Level: 
Magical Item(Energy):
Energy Dice: 
Magical Armor:
Magic Weave?
Armor Rune:
Rune Level: 
Magical Item(Energy Endure):
Divine Weapon:
Base (PC):
Divine Armor:
All Magical Effects:
All Divine Effects:
ABILITIES, MAGIC, LORE AND SPECIALS
Abilities:

Ability Notes: 
Disabilities:

Disability Notes: 
Immunities:

Immunity Notes: 
Special Notes:
   POWERS: All Powers are at level   Refill all uses    Refill daily uses    Show Powers?: 
 Uses: 
Self?
 
   Power Notes: 
   DRYAD EVOKE:    Current Dryad Evokes:        Practitioner Title:     Show?
   DRYAD EVOKE:    Current Dryad Evokes:     Practitioner Title:     Show?
Tree Evoke Abilities to Add:     Use to add selected tree-based evoke. Do not use the +Add below.
  Use to add all tree-based evokes. Do not use the +Add below.
 Name:   Evoked?: 
 Description: 
        
   EVOKE:    Current Evokes:        Practitioner Title:     Show?
   EVOKE:    Current Evokes:        Practitioner Title:     Show?
 Set Totem Animal(New):     Animal Evoke Abilities to Add:  
 Select Totem Animal: 
   Set new animal type and add each evoke OR select existing animal and add all evokes at once. Do not use the +Add below.
 Remove all evoke abilities, remove evoke attacks(from combat page), and reset number of current evokes.    
 Name:   Evoked?:  
 Description: 
        
  CONSUMABLES:
Herbs:
  Herb to Add:    Use this button to add new selected herb. Do not use the +Add below.
 Name:   Doses:   Type:   Value:   Potency:   Duration: 
    Description: 
Potions:
  Potion to Add:    Use this button to add new selected potion. Do not use the +Add below.
 Name:   Doses:   Value:   Duration: 
    Description: 
Elixirs:
  Elixir to Add:    Use this button to add new selected elixir. Do not use the +Add below.
 Name:   Doses:   Value:   Duration: 
    Description: 
Charms:
  Charm to Add:    Use this button to add new selected charm. Do not use the +Add below.
 Name:   Form:   Will Cost:   Duration: 
    Description: 
Poisons:
  Poison Type to Add:    Potency:    Form:    Add Type/Potency poison. Don`t use +Add below.
 Name:   Doses:   Duration:   Effect Start:   Form: 
 PR Modifier: %  PR Save Effect(Replace):   PR Fail Effect(Replace): 
   on Self?:    Description: 
Charms:
  Charm to Add:    Use this button to add new selected charm. Do not use the +Add below.
 Name:   Form:   Will Cost:   Duration: 
    Description: 
   MENTAL COMBAT:     
   Your Mental Combat Values:   Will Force(Rating):    Will Force(Current):            
ATTACK VS DEFENSE
Mental Slavery
Enfeeblement
Insanity
Will Drain
Death
Warp Mind
Project Illusion
Thought Freedom
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
  +2 Defender
  +4 Defender
Ego Defense
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
  +2 Defender
Wall of Sanity
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
  +4 Attacker
Will Resist
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
  +2 Attacker
Life Affirmation
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
  No Modifier
Ordered Mind
  +2 Defender
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
  +2 Attacker
Searing Truth
  +4 Defender
  +2 Defender
  +4 Attacker
  +2 Attacker
  No Modifier
  +2 Defender
  +4 Defender
   Opponent's Mental Combat Values:   Their Will Force(Current):            
   MENTAL COMBAT MODIFIERS:
   Are you Immortal?: +1   Meditate Skill Success (before combat)?: +1   Defeated this opponent before?: +2  
   Thought Projection Bonus:  +  
   Attack/Defend:?    Note:attack only if having Thought Projection, Improved Telepathy, or a higher Will Force once attacked.
   Tranquil Mind Skill Success (before combat)?:  (Negates Mind Blast)
   Defense Type:           Opponent's Attack:     Att/Def Modifier:   
   Defend:      Note: defender wins tie.     (push if won roll against opponent, otherwise opponent does.)
   Mind Blast Skill Success (before combat)?:  (+2 to attack roll, does 1d4+1 damage to opponent's head, opponent cannot attack back.)
   Mind Blast (burn a Will Force Point)?:  (does 2d4+1 damage to opponent's head and opponent loses 1d4 points to all Mental attributes)      Attack Type:           Opponent's Defense:     Att/Def Modifier:   
   Attack:      Note: defender wins tie.     (push if won roll against opponent, otherwise opponent does.)
   ADDITIONAL NOTES:
   Breaking Mental Combat: The being which initiated the attack may break mental combat, when on the offensive (instead of attacking). If the one who initiated combat is attacking and loses concentration, then the attack is broken off and must be restarted. Concentration can be lost by the combatant getting hit for 10 or more points of damage, by getting hit for less than 10 points and failing an Intelligence save, or by being jostled and failing an Intelligence save. A being that has an active method of engaging in mental combat (Thought Projection, active Improved Telepathy, etc.) can make a Will Force save to break free of mental combat altogether instead of attacking. This works even if the being is not the one that initiated the mental combat. A Thought Projection roll can be made instead of a Will Force save to break contact.
   Death in Mental Combat: If one of the combatants is killed or is destroyed during mental combat in any way other than through the Death mental attack above, the other must make a Will Force save (based on current rating) or suffer a heart attack. The effects of a Heart Attack are 6d6 damage to the upper torso (or body area with a circulatory organ,) if applicable, as beings like undead, golems, etc. would be unaffected. No actions may be taken for 1d4 minutes. The character must make a Vitality save or lose 1 point from their Vitality rating permanently.
   TEMPORARY MODIFIERS:     
  TEMPORARY EFFECTS: 
  EFFECT LIST: 

  ATTRIBUTES: 
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
  Mundane
  Magic

  CHARACTERISTICS: 
Endurance
Perception
Affinity
Fortune
  Modifiers

  RESISTANCES: 
Magic
Illusion
Control
Poison
Disease
  Modifiers
  Immune?

  MOVEMENT: 
Walk
Jog
Run
Travel/Rest
Jump(St/Up)
  Modifiers
  Movement Multiplier Modifier:    Note: 1(x1), 2(x2), 3(x3), .5(x1/2), .3(x1/3), .25(x1/4), etc.
  Temp Special Movement:     Temp Special Speed Multiplier:  

  COMBAT: 
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
  Modifiers

  Extra Dice Damage:  
  Extra Damage per Die:  

  Temporary Ambidexterity?: 

  Speed Seconds:  
  Note: speed seconds occur before the normal second. Example: 3 speed seconds occur before the 1st, 2nd, and 3rd normal seconds.
    To denote the proper initiative order, after rolling Initiative, change the value to -10 (minus the # of speed seconds, 3 speed seconds = -13).

  Shock Immunity?: 

  Hide:  
  Force Armor (non-armor effect):  
  Spiritual Armor (non-armor effect):  
  Outer Kinetic Armor (non-armor effect):  
  Damage Absorption (non-armor effect):  
  Note: Force/Spiritual Armor/Outer Kinetic Armor/Absorption effects on armor pieces/suits is already accounted for.

  Pain Threshold:  
  Fumble Range (increase):  
  Called Shot Range (increase):  
  Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring.
        Example: a fumble increase of 2 means fumbles now occur on a natural 1, 2, or 3.

  EQUIPMENT: 
  Weight Modifier:     Note: modifies the weight of all items equipped/carried (multiplier). Overrides magic item Lighten Load effects.
  Capacity Modifier:     Note: modifies the character's carrying capacity (multiplier). Overrides divine item Spirit of the Donkey effects.

  FATIGUE: 
  Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  Fatigue Modifiers
%
  Fatigue Level:     Fatigue Immunity?: 

  Mental Fatigue Level:     Mental Fatigue Skill Modifier:  %   Mental Fatigue Immunity?: 

   LORE:   Total Memorization Points:      Mem. Used:    Mem. Available:     Show?     

BALLADS:
  Ballad to Add:       Use to learn selected ballad. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

CANDLE LORE:
  Ritual to Add:       Use to learn selected Candle Lore. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Candles:   Memorized?: 
       Description: 

EMPATHY MAGIC:
  Ritual to Add:       Use to learn selected Empathy Magic. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Object:   Memorized?: 
       Description: 

GLYPHS:
  Glyph to Add:       Use to learn selected Glyph. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Memorized?: 
       Description: 
 Glyph Limits: Only 1 Glyph may be in existence per Practitioner Title.

HYMNS:
  Unrestricted Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Good Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Neutral Hymns:       Use to learn selected Hymn. Do not use the +Add below.
  Evil Hymns:       Use to learn selected Hymn. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

POEMS:
  Poems to Add:       Use to learn selected poem. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

POISON RECIPES:
  Poison Type to Add:    Potency:    Form:       Learn recipe. Do not use +Add below.
 Name:   Batch Doses:   Duration:   Effect Start:   Form:   Memorized?: 
       Description: 
 Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.

POTION RECIPES:
  Potion to Add:       Use to learn selected recipe. Do not use the +Add below.
 Name:   Batch Doses:   Value:   Duration:   Memorized?: 
       Description: 
 Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.

RITUALS:
  Rituals to Add:       Use to learn selected ritual. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Memorized?: 
       Description: 

RUNES:
  Runes to Add:       Use to learn selected Rune. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Rune Type:   Memorized?: 
       Description: 
 Note: default Runes are Emanating: affecting only what they are in inscribed on. Perceived Runes are +2/-10% chance: working only when touched or perceived visually by a being. Radiating Runes are +4/-20% chance: working on anything which the rune can "see". Modify(MOD) the usage roll accordingly. If the standard version of the Rune is something other than Emanating then the the modifier is already factored in. If chaning the inscription type up or down modify accordingly. Thus a normal Percieved Rune inscribed as a Emanating Rune is -2/10% easier.
 Rune Limits: 1) No more than one Rune may be on the practitioner per Goal. 2) No more than one Rune per Goal may inscribed on any objects or exterior structure per Goal of the practitioner.

SONGS:
  Songs to Add:       Use to learn selected song. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Start Time:   Duration:   Memorized?: 
       Description: 

SYMPATHY RITUALS:
  Ritual to Add:       Use to learn selected Sympathy Magic. Do not use the +Add below.
 Name:   Rating/Modifier: /%  Ritual Time:   Duration:   Object:   Memorized?: 
       Description: 
   DIVINE INVOKER:
   Piety:      Piety Control:      Piety Level Modifier(Raiment, etc.):       Invocation Effects at  Piety:     Divine Denial?:  
   Add/Show Invocations?:
   ADD INVOCATIONS:
   Devotion Selection:   Ignore Devotions:?  
   Current Devotions: 
    click here to add selected devotion.     click here to clear all devotions.

   Select Invocation to add:
   All:  
   Good:   Neutral:   Evil:
   Body:   Celestial:   Combat:
   Control:   Divination:
  Elemental:   General:
  Healing:   Mind:    Nature:
  Necromancy:   Protection:
  Summoning:   Note: Select only 1 to add. (checks in order from top-left to bottom-right).
       Click to pray for a new invocation (Divine Knowledge Skill roll).
   INVOCATIONS:
   Current Devotions:    Ignore Devotions:?  
 Name:   Piety Level:   Align Restrict:   Resist:   Uses:   Prayer Time 
 Range:   Area Affected:   Duration:   Distance to Focus:   Memorized?: 
Description: 
      pray to refill. Uses (Divine Knowledge).     Invoke Time:     invoke at current Piety Control.   On Self?: 
   AURA USER:
   Aura:      Aura Pool:     Aura Regeneration Rate: 
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)
   ARCANE USER:
   Arcane Control:      Arcane Pool:      Arcane Regeneration Rate:     Double Regen?:  
   Arcane Control Boost(Rune of Power, etc.):      Suppress Ability?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)     (End Day)
   Add Spell Type:     (Add Spell Type)    (Clear Spell Types)
   No# Spell Type(s):     Spell Type List: 
   Add/Show Spells?:
   HERMETICS CASTER:  Aura Control automatically increases by hermetic ingredients, length of spell ritual, etc.
   Aura:     Aura Pool:     Aura Regeneration:     Double Regen?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)     (Aura Pool)
   Aura Control:     Aura Control Modifier(Rune of Power, etc.):      Suppress Ability?:   1/2 Ability?:  
   Add/Show Spells?:    Show Hermetics?:
   HERMETICS:  does not utilize Aura, instead consuming ingredients. Nor do spell recipes need to be rememorized once memorized.
   Spell Recipe:  
   Required Aspect(s): 
 ASPECT
 None:
 Very Weak:
 Weak:
 Average:
 Strong:
 Very Strong:
 Base 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Alteration 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Control 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Creation 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Death 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Dimensional 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Displacement 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Light 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Sonic 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Cold 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Fire 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Repulsion 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Electricity 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Acid 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Aura 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Energy: Obliteration 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Taste 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sound 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sight 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Touch 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Smell 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Illusion: Sense 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Life 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Meta 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Mind 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Natural 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Sense 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Summon 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Transference 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
 Warding 
 None?
 Use? #
 Use? #
 Use? #
 Use? #
 Use? #
   Notes:  Life/Death Aspects are useable as Energy: Life/Energy Death respectively. Mind is useable for Illusions that affect the mind.
   Each missing required ingredient reduces Hermetic Lore skill chance by 10%. Base is always required or the ritual fails.
 Ritual Time
 Half
 Normal:
 Double:
 Triple:
 Quadruple:
 Selection
 
 
 
 
 
   Notes:  Ritual time is the length of time the hermetic casting ritual takes versus the normal casting time of the spell.

   Special Material?     #   A material which is considered a special ingredient increases skill chance (+10%), and AC (+2)

   CHECK RECIPE:
   Recipe Hermetic Lore Modifier: %    Recipe AC Modifier: 
   Ingredients to be Consumed: 
   Ingredients Missing: 
    check the selected spell recipe selections above.
   AURA CASTER:
   Aura:     Aura Pool:     Aura Control:     Aura Regeneration Rate:     Double Regen?:  
   Additional Aura(Aura Battery, etc.):      Aura Control Modifier(Rune of Power, etc.):      Suppress Ability?:   1/2 Ability?:  
   Aura to Drain:      (Aura from Pool)    Time Units:      (By Time)
    (Aura Pool)     (End Day)
   Combined Casting?      No# of Casters:      Combined Aura Control:      Combined Aura Pool:  
   Add/Show Spells?:    Spell Tuning?:    Spell Specialization?:
   SPELL TUNING:  Warning: use can have chaotic and dangerous results, some permanent. Failure = magical mishap. Use carefully!
   Speed Casting:      Time Units: 
   Notes: reduces casting time but adds failure risk. For each unit of time reduced, the risk increases. 0% spell failure chance becomes 1%, then 2%. 10% spell failure chance becomes 20%, then 30%, etc.. Casting time canot be reduced below half the normal, rounded in the caster`s favor (e.g., a 5 sec. cast time can be reduced to a 2 sec. cast time). Spell failure results in a magical mishap.
   Aura Stabilization:      Extra Aura: 
   Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it will reduce the chance of spell failure. The amount of reduction varies by the Aura Level of the spell and the amount of extra Aura used. The caster may only add half their Aura Control+1 to stabilization attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent.
   Aura Overloading:      Extra Aura: 
   Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it grants a chance to double the effects (as if cast at x2 Aura). The chance to double is 5% for 1 aura, 10% for 3 to a maximum of 50% for 19. This also comes with an increase in failure chance from 5% to 25% depending on the overload chance. The caster may only add half their Aura Control+1 to overload attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent.
   Aura Reach: 
   Notes: can potentially add +1 Aura to a spell. Doubles spell failure chance (if any). At casting time an Aura save will be made, if made then the spell Aura is +1. Then a Fortune roll is rolled (regardless of Aura save result). Misfortune causes the caster -1 Aura, and magical supression (no casting). Both for the rest of the day. Fortune causes no temp Aura burning. If neither a fortune nor misfortune, then -1 Aura for the rest of the day. Points return after a night`s rest.
   Burn Aura:      Aura to Burn:        WARNING PERMANENT LOSS OF BURNT AURA!
   Notes: Aura can be burned and permanently lost. Each point of burned Aura adds +20 to the spell when cast. Up to the caster`s Aura Control in Aura can be burned. This is not recommended. Warning: this action can severely effect future casting ability!
   SPELL SPECIALIZATION:  Specialized:  Must be choosen by 3rd practitioner title (cannot be undone).
   Casting Skill:    Skill Chance: %   Practitioner Title: 
   NOTES: The number of aspects that can be mastered is based on the Scroll Knowledge (or equiv.) skill chance.
   Skill Chance(Aspects):1-20%(1), 21-35%(2), 36-50%(3), 51-65%(4), 66-80%(5), 81-95%(6), 96-110%(7), 111-125%(8),
       126-140%(9), 141-155%(10), 156-170%(11), 171-180%(12), 181-185%(13), 186-190%(14), 191-195%(15), 196-200%(16)

   Aspects Mastered: 
   Total Aspect Slots:    Available Aspect Slots: 
   Select Focus Aspect:   Required Action Aspects: 
   Current Focus:     (New Focus)
   Select Aspect:     (Action aspects for currrent Focus/or Focus itself when done)
   Spell:     Aspect(s):    AC Mod:    Learn Mod: %
   NOTES: Specialization is the narrowing of focus to provide +3 Aura Control to fully mastered spell aspects, but forces a -3 Aura Control penalty to unmastered spell aspects. To master a Focus one must master all the Action aspects related to that Focus. Each mastered spell aspect provides +10% to learn a spell. Conversely a -10% chance to learn is provided for each unmastered spell aspect. A caster must master the choosen Action aspects related to their Focus before they can choose another Focus to master. Selecting a Focus aspect above will show which Action aspects must be learned to master the Focus. A caster must determine by 3rd practitioner title whether to specialize. At 4th practitioner title they can no longer begin specialization. Specilization is only recommended for spell casters that intend to raise their casting skill above 100%.

   Focus Aspects: Dimension, Mind, Life, Death, Energy, Natural, Sense, Warding, Illusion, Meta  (from easiest to master to hardest).
   Action Aspects: Alter, Control, Creation, Displace, Summon, Transfer
   ADD SPELLS:
   Select Spell to add:
   All:  
   Alter:    Control:    Create:
   Death:    Dimension:    Displace:
   Energy:    Illusion:    Life:
   Meta:    Mind:    Natural:
   Sense:    Summon:    Transfer:
   Warding:
  Note: Select only 1 to add. (checks in order from top-left to bottom-right).
       Click to learn new spell (Scroll Knowledge or equiv. Skill roll).
   SPELLS:   
 Name:   Level:   Type:   Memorize:   Restudy:  day(s)  Memorized?: 
 Range:   Area Affected:   Duration:   Distance to Focus: 
 Magic Name:   Resist:   Failure: %  Mastered?:  +2 AC, 1/2 cast time, x2 duration, x3 range, etc.
Description: 
    Rememorize (Scroll Know./equiv.)   Casting Time:   Use Aura:     at set Aura  On Self?: 
   MAGIC ITEM ABILITIES/POWERS:   Refill all uses    Refill daily uses    Show Powers?: 
Aura Level: 
 Uses: 
Self?
 
   DIVINE ITEM ABILITIES/POWERS:   Refill all uses    Refill daily uses    Show Powers?: 
Piety Level: 
 Uses: 
Self?
 
BACKGROUND AND NOTES
Background:
Notes:
Entry Title: 
CREATURE CONFIGURATOR
WARNING! This tab is used for creature creation. Changing values here will overwrite existing ones
for completed creatures, but only if you mark the DONE? checkbox AND click FINISH at the end!
Creature and Character sheet data overlap. Do not create a creature with this sheet if it has
already been used for a character. Use a separate creature sheet for transformations, etc.
NAME:     Creature name. Add a number if this will be a copy (1, #1, etc.).
TYPE:     Required.    SUBTYPE:     Optional creature subtype. Angel, Dragon, Giant, etc..
LEVEL:     Creature level (must be a number).

HABITS/LIFE-CYCLE:   Optional (Leaving blank sets to None).

CLIMATE/HABITAT:     Optional (Leaving blank sets to Any).
BODY TYPE: 
CUSTOM BODY AREA:      TYPE:     END:    
   Add custom body areas in order (head to feet).
  Remove listed body area from list.
Body Areas: 

PHYSICAL: 
MENTAL: 
PERSONAL: 
MYSTICAL: 
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL

RESISTANCES:
MR
CR
IR
PR
DR

CHARACTERISTICS:
Endurance
Hide*
Shock**
Perception
Affinity
Fortune
Auto
Auto
Auto
*Includes natural hide, force armor, spiritual armor, and all damage mitigation (except worn armor).
**If left blank, calculated at x3 Endurance.
Tame Animal Chance(Bonus to Animal's Affinity): %  Format: a whole number, or blank. Example: (10)

HEIGHT/WEIGHT:
Height/Length(feet):   Format: a whole number, or blank. Example: (5)
Height/Length(inches):   Format: a whole number, or blank. Example: (10)
Weight(lb.):  Format: a whole number, or blank. Example: (185)

MOVEMENT:
Movement Type:   input the type, Walk, Jog, Run, Gallop, Scurry, Slither, Fly, etc.
Hourly:    10 Sec.:    1 Sec.: 
   Add new movement listing (slowest to fastest, with special types at the end).
  Remove movement shown from list.
Movement: 

ALIGNMENT:
Alignment:    Optional.     Tendency:    Optional.

ATTACKS: Note: do not give any 2 attacks the same name. Do not use any of the following symbols in any input ^ | @
Attack Skill: 
Attack Name: 
Attack Type:    Direct: no roll to hit, Grappling: used during grappling, Touch 10+AGL bonus to hit, etc..
Attack Seconds:    1-10:Standard attack time. S:special timing (during an engagement).
Minimum Attack Seconds:    Optional. 1-10:Minimum attack time. S:special timing (during an engagement).
Attack Damage:    Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), (do not use 1-2 or 1-3) use 1d2 or 1d3, etc..
Attack Damage Type: 

Effect #1: Optional
Effect Name: 
Effect Trigger:   How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.)
Effect Description:  Format: `the victim burns for` (leave no extra spaces at the start or end)

Effect Damage:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Damage Type:
Effect Duration:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Duration Type:   Optional. Periodic: reoccurs.

Effect #2: Optional
Effect Name: 
Effect Trigger:   How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.)
Effect Description:  Format: `the victim burns for` (leave no extra spaces at the start or end)

Effect Damage:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Damage Type:
Effect Duration:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Duration Type:   Optional. Periodic: reoccurs.

Effect #3: Optional
Effect Name: 
Effect Trigger:   How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.)
Effect Description:  Format: `the victim burns for` (leave no extra spaces at the start or end)

Effect Damage:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Damage Type:
Effect Duration:    Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc..
Effect Duration Type:   Optional. Periodic: reoccurs.

New Attack Details: 
   Add new attack, and any/all effect(s).
  Remove attack shown from list (All details will be lost)!
   Push selected attack details above, then delete attack from the list. (Use ADD to add attack back after edit).
Selected Attack Details: 
Attacks: 
   Clear all attacks, and all their details(start over)!
Attack Notes:  Describes how the creature attacks.


EXPERIENCE:
Experience Value:     Calculate Experience (Ignores input value).
Experience Bonuses:
  Poison Type?     Slaying?      Character Class?      Caster/Invoker?      Damaging Touch?      Draining Touch?
   Breath Weapon?      Convert Victim?      Gaze Attack?      Chameleon?      Mind Control?      Invisibility?
Experience Note:   Optional

SKILLS:
Bulk Input: Paste in a list of skills. Do not use commas, except to separate the skills. Format: Skill Name1 xx%, Skill Name2 xx%

   Add all comma separated skills to the skill list. Rejections (skills not found) noted below.
Rejected Skills: 

Select Skill:    Skill Chance:        Add the selected skill
Select Social Skill:    Skill Chance:        Add the selected social skill
Skill List:
  Remove skill shown from list
   Clear entire new skill list!
Skill Notes:


ABILITIES:
Bulk Input: Paste in a list of abilities. Do not use commas, except to separate the abilities. Format: Ability Name1, Ability Name2

   Add all comma separated abilities to the ability list. Rejections (abilities not found) noted below.
Rejected Abilities: 
Animal Abilities:     Add the selected ability
Plant Abilities:     Add the selected ability
Magical Plant/Slime Abilities:     Add the selected ability
Magical/Special Abilities:     Add the selected ability
Ability List:
  Remove ability shown from list
   Clear entire new ability list!
Ability Details: 
Ability Notes:


POWERS:
Bulk Input: Paste in a list of powers. Do not use commas, except to separate the powers. Format: Power Name1(constant), Ability (3x day)

   Add all comma separated powers to the power list. Rejections (power not found) noted below.
Rejected Powers: 
Magical Powers:           Add the selected magical power
Divine Powers:           Add the selected divine power
Power List:
  Remove power shown from list
   Clear entire new power list!
Power Details: 
Power Notes:


DISABILITIES:
Bulk Input: Paste in a list of disabilities. Do not use commas, except to separate the disabilities. Format: Disability Name1, Disability Name2

   Add all comma separated disabilities to the disability list. Rejections (disability not found) noted below.
Rejected Disabilities: 
Disabilities:     Add the selected disability
Disability List:
  Remove disability shown from list
   Clear entire new disability list!
Disability Details: 
Disability Notes:


IMMUNITIES:
Bulk Input: Paste in a list of immunities. Do not use commas, except to separate the immunities. Format: Immunity Name1, Immunity Name2

   Add all comma separated immunities to the immunity list. Rejections (immunity not found) noted below.
Rejected Immunities: 
Immunities:     Add the selected immunity
Immunity List:
  Remove immunity shown from list
   Clear entire new immunity list!
Immunity Details: 
Immunity Notes:


Creature Notes:



When you are done with creature creation click the checkbox AND click the FINISH button.
DONE?    
Note: it will take 5-20 seconds to complete generation of the creature.
CREATURE UPDATER/GM TOOLS

What do you want to do?


UPDATE WEAPON PROFICIENCIES:


TOTAL WEAPON PROFICIENCIES: 
USED: 
AVAILABLE: 
 Current Weapon Proficiencies: 

 Weapon:  

  click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.

  click here to add selected weapon as an initial weapon already proficient in.
SELECT SOLDIERING WEAPON:



 click here to update soldiering weapon.
WEAPON LORE WEAPON SELECTION:

  does not have Weapon Lore. Cannot select a Weapon Lore weapon.
WEAPON LORE WEAPON SELECTION:


 Weapon Lore Slots:      Current Weapon Lored Weapons: 

 Weapon:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll/select a Weapon Lore weapon. The first weapon chosen is automatic.
MISSILE LORE WEAPON SELECTION:

  does not have Missile Lore. Cannot select a Missile Lore weapon.
MISSILE LORE WEAPON SELECTION:


 Missile Lore Slots:      Current Missile Lored Weapons: 

 Weapon:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll/select a Missile Lore weapon. The first weapon chosen is automatic.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:

  does not have Second Weapon Knowledge. Cannot select a Second Weapon Knowledge weapon.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:


 Second Weapon Knowledge Slots:      Current Second Weapon Knowledged Weapons: 

 Weapon:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll/select a Second Weapon Knowledge weapon. The first weapon chosen is automatic.
SECOND WEAPON LORE WEAPON SELECTION:

  does not have Second Weapon Lore. Cannot select a Second Weapon Lore weapon.
SECOND WEAPON LORE WEAPON SELECTION:


 Second Weapon Lore Slots:      Current Second Weapon Lore Weapons: 

 Weapon:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll/select a Second Weapon Lore weapon. The first weapon chosen is automatic.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:

  does not have Projectile Knowledge. Cannot select a Projectile Knowledge projectile.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:


 Current Projectile Knowledged Weapons: 

 Projectile:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll for a Projectile Knowledge projectile.
PROJECTILE LORE PROJECTILE SELECTION:

  does not have Projectile Lore. Cannot select a Projectile Lore projectile.
PROJECTILE LORE PROJECTILE SELECTION:


 Projectile Lore Slots:      Current Projectile Lored Projectiles: 

 Projectile:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll/select a Projectile Lore projectile. The first weapon chosen is automatic.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:

  does not have Multiple Missile Knowledge. Cannot select a Multiple Missile Knowledge combo.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:


 Current Multiple Missile Knowledged Combos: 

 Launcher:  
 Missile:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll for Multiple Missile Knowledge combo.
MULTIPLE MISSILE LORE COMBO SELECTION:

  does not have Multiple Missile Lore. Cannot select a Multiple Missile Lore combo.
MULTIPLE MISSILE LORE COMBO SELECTION:


 Current Multiple Missile Lored Combos: 

 Launcher:  
 Missile:  
   Automatic  Makes chance automatic (for creatures only)
  click here to roll for Multiple Missile Lore combo.
MARTIAL KNOWLEDGE DISCIPLINE SELECTION:


 Attacks:   
 Blocks:   
 Holds:   
 Moves:   
 Throws: 

 Custom Martial Knowledge Selections:

   ATTACKS
   BLOCKS
   HOLDS
   MOVES
   THROWS
   Martial Punch
   Arm Block
   Half Neck
   Jump
   Arm Throw
   Martial Kick
   Leg Block
   Full Neck
   Flying
   Leg Throw
   Elbow Smash
   Body Block
   Arm
   Immoveable Stance
   Shoulder Throw
   Knee Smash
-
   Leg
   Spinning
   Body Throw
   Head Butt
-
   Torso
   Sweep
   Spin Throw
   Heel Strike
-
   Torso(1 Arm)
   Snap
-
   Rake
-
   Torso(2 Arms)
   Tension
-
   Finger Punch
-
-
   Double Attack
-
   Counter Punch
-
-
-
-
   Counter Kick
-
-
-
-
   Scissor Strike
-
-
-
-

  Fill custom values (changes selection to Custom Martial Knowledge discipline).

  Final commit of Martial Knowledge discipline choices (finishes update).
MARTIAL LORE VALUES SELECTION:

  does not have Martial Lore. Cannot select Martial Lore values.
MARTIAL LORE VALUES SELECTION:

 Current Martial Knowledge Values
  Attacks:   
  Blocks:   
  Holds:   
  Moves:   
  Throws: 

 Can select any to add:
   ATTACKS
   BLOCKS
   HOLDS
   MOVES
   THROWS
   Martial Punch
   Arm Block
   Half Neck
   Jump
   Arm Throw
   Martial Kick
   Leg Block
   Full Neck
   Flying
   Leg Throw
   Elbow Smash
   Body Block
   Arm
   Immoveable Stance
   Shoulder Throw
   Knee Smash
-
   Leg
   Spinning
   Body Throw
   Head Butt
-
   Torso
   Sweep
   Spin Throw
   Heel Strike
-
   Torso(1 Arm)
   Snap
-
   Rake
-
   Torso(2 Arms)
   Tension
-
   Finger Punch
-
-
   Double Attack
-
   Counter Punch
-
-
-
-
   Counter Kick
-
-
-
-
   Scissor Strike
-
-
-
-

  click here to roll Martial Lore to add any Martial Knowledge value (rolls against the first new 1 checked).

 Current Martial Lore Values: 

 Martial Lore:  

  click here to roll for a Martial Lore value.
MARTIAL KNOWLEDGE STANCE SELECTION:

 Current Martial Knowledge Stances: 


 Martial Knowledge Stances:  

  click here to roll to learn a Martial Knowledge stance.
MARTIAL LORE STANCE MASTERY SELECTION:

  does not have Martial Lore. Cannot master martial stances.
MARTIAL LORE STANCE MASTERY SELECTION:

 Current Martial Knowledge Stances: 

 Current Martial Lore Mastered Stances: 

 Martial Lore Stances:  

  click here to roll mastery for a martial stance with Martial Lore.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:

  does not have Armor Knowledge. Cannot select armor configuration to lower penalties for.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:

 Current equipped armor configuration (shields/clothing not included): 

 Armor Knowledge Slots: 
 Current Armor Knowledge set(s): 

   Automatic  Makes chance automatic (for creatures only)
  click here to roll Armor Knowledge for equipped configuration to lower armor penalties.
  click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
ARMOR LORE CONFIGURATION SELECTION:

  does not have Armor Lore. Cannot select armor configuration to remove penalties for.
ARMOR LORE CONFIGURATION SELECTION:

 Current equipped armor configuration (shields/clothing not included): 

 Armor Lore Slots: 
 Current Armor Lore set(s): 

   Automatic  Makes chance automatic (for creatures only)
  click here to roll Armor Lore for equipped configuration to remove all armor penalties.
  click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
SPELL MASTERY SPELL SELECTION:

  does not have a spell mastery skill. Cannot master spells.
SPELL MASTERY SPELL SELECTION:

 All Spells:    
 Spell Mastery Slots:     Available Slots: 
 Current Mastered Spells: 

  click here to roll Spell Lore (or equiv.) to master a spell and add it to the list (1st spell is guranteed).
  click here to roll Spell Lore modified (or equiv.) to master a spell (1st spell is guranteed). +30% to created spells, etc..
ADD/REMOVE POWERS/ABILITIES:
Additional Powers/Abilities:

ADD ABILITIES:
   New Ability(Open):  (No Commas!)   click here to add constant input ability.
   Magical Abilities:     click here to add constant magical ability.
   Divine Abilities:     click here to add constant divine ability.

ADD POWER:
   New Powers(Open):  (No Commas!)      click here to add input power.
   Magical Powers:        click here to add magical power.
   Divine Powers:        click here to add divine power.
  Notes: by title means activation is set by title/level.
     0=1x month, 1-3=1x week, 4-6=1x day, 7-9=2x day, 10-12=3x day, 13-15=4x day, 16-19=5x day, 20+=at will.
     Powers and abilities are for display, but when in effect they may need to be set as modifiers in (Update Temporary Modifiers).

REMOVE POWER/ABILITY:
Power/Ability:       click here to remove selected power/ability.
ADD/REMOVE TEMPORARY MODIFIERS/EFFECT NAMES:

ADD/REMOVE EFFECT NAMES:
EFFECTS:

ADD EFFECT:
   New Effect(Open):  (No Commas!)   click here to add input effect.
   New Magical Effect:     click here to add magical effect.
   New Divine Effect:     click here to add divine effect.
  Note: Effects are for display (must also select and set matching modifiers below).

REMOVE EFFECT:
Effect:       click here to remove selected effect.
  Note: Effects are for display (must also select and remove matching modifiers below).

ADD/REMOVE MODIFIERS:

  ATTRIBUTES: 
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
  Current Rating
  Input Mundane
  Mundane Modifiers
  Natural Maximum
  Input Magic
  Magic Modifiers
  Magical Maximum

   click here to set ALL attribute modifiers (here and on sheet).
   click here to clear ALL attribute modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-2 for 2, 2 for -2, etc.), and push SET.

  CHARACTERISTICS: 
Endurance
Perception
Affinity
Fortune
  Current Values
  Input Modifier
  Modifiers

   click here to set ALL characteristic modifiers (here and on sheet).
   click here to clear ALL characteristic modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-3 for 3, 3 for -3, etc.), and push SET.

  RESISTANCES: 
Magic
Illusion
Control
Poison
Disease
  Current Values
  Input Modifier
  Modifiers
  Immune?
 
 
 
 
 

   click here to set ALL resistance modifiers (here and on sheet).
   click here to clear ALL resistance modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-10 for 10, 10 for -10, etc.), and push SET.

  MOVEMENT: 
 
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Hour/10Sec/1Sec
 
Daily/Rest
 
Stand/Up
  Current
 
/ /
 
/ /
 
/ /
 
/ /
Travel:
/
Jump:
'/'
  Input
  Modifiers
  Note: movement modifiers are a single modifier that turns into multiple modifiers, 2 becomes (2/20/2),3 becomes (3/30/3), etc.

  Movement Multiplier Modifier:    Input:      Modifier:      Notes: temporarily overrides racial multiplier. Values = 2(x2), .5(x1/2), etc.

  Replace Special Movement Type:    Temp Special Movement:      Temp Special Speed Multiplier:    

   click here to set ALL movement modifiers (here and on sheet).
   click here to clear ALL movement modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-4 for 4, 4 for -4, etc.), and push SET.

  COMBAT: 
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
  Current Values
  Input Modifier
  Modifiers

  Extra Dice Damage:    
  Extra Damage per Die:    

  Temporary Ambidexterity?:   

  Speed Seconds:    Modifier: 

  Shock Immunity?:   

  Hide:     Modifier: 
  Force Armor (non-armor effect):    Modifier: 
  Spiritual Armor (non-armor effect):    Modifier: 
  Outer Kinetic Armor (non-armor effect):    Modifier: 
  Damage Absorption(non-armor effect):    Modifier: 
  Note: Force/Spiritual Armor/Outer Kinetic Armor/Damage Absorption effects on armor pieces/suits is already accounted for.

  Pain Threshold:    Modifier:    
  Note: reduces or adds to all incoming damage (-/+)

  Fumble Range (increase):    Modifier: 
  Called Shot (increase):    Modifier: 
  Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring.
        Example: a called shot increase of 2 means called shots now occur on a natural 20, 19, or 18 (for a beginner).

   click here to set ALL combat modifiers (here and on sheet).
   click here to clear ALL combat modifiers (here and on sheet).
  Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-1 for 1, 1 for -1, etc.), and push SET.

  EQUIPMENT: 
  Weight Modifier:    Modifier: 
  Note: modifies the weight of all items equipped/carried (multiplier, 2=x2, .5=x1/2). Overrides magic item Lighten Load effects.
  Capacity Modifier:    Modifier: 
  Note: modifies the character's carrying capacity (multiplier, 2=x2, .5=x1/2). Overrides divine item Spirit of the Donkey effects.
   click here to set ALL movement modifiers (here and on sheet).
   click here to clear ALL movement modifiers (here and on sheet).

  FATIGUE: 
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  Modifiers

  Fatigue Level:     Value:    Fatigue Immunity?:   

  Fatigue Level
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
  0
+0%
+0
+0
+0
1
+0
None
  1
-5%
+0
+0
+0
.75
+1
None
  2
-10%
+0
+0
-1
.75
+1
None
  3
-15%
-1
-1
-2
.75
+2
None
  4
-20%
-2
-2
-3
.5
+2
VIT Save
  5
-25%
-3
-3
-4
.5
+3
VIT Save-5%
  6
-30%
-4
-4
-5
.5
+3
VIT Save-10%
  7
-35%
-5
-5
-6
.5
+4
VIT Save-15%
  8
-40%
-6
-6
-7
.25
+4
VIT Save-20%
  9
-45%
-7
-7
-8
.25
+5
VIT Save-25%
  10
-50%
-8
-8
-9
.25
+5
VIT Save-30%

  Mental Fatigue Level:     Value:    Modifier:  %  (-5% to all skills per level)   Mental Fatigue Immunity?:   

   click here to set ALL fatigue modifiers (here and on sheet).
   click here to clear ALL fatigue modifiers (here and on sheet).

  BERSERKING: 
   click here to set berserk modifiers (after successful skill roll).
   click here to set after berserk modifiers (after Berserking Skill or Berserker Root herb wears off).
   click here to clear after berserk modifiers.

  NON-SKILL EVOKE: 
  Magical Evoke:  
   click here to set selected magical evoke (automatic/non-skill).

   click here to clear ALL active evokes.

 click here to clear ALL modifiers!
 click here to close modifications tab.
EXPERIENCE SPLITTING:

Split Experience: 
EXP to Split:       Fill with Creature EXP value?
Split Number#:  Number to recieve Exp (whole number)   Difficulty?  Below 100% lowers EXP to split.
 Calculate Experience Value
EXP per person:    EXP remainder: 
RANDOMS AND EXTRAS:

DICE:
Dice:  Format: 1d3, 4d6, 3d4+2, etc..  Get Maximum Value
 Roll dice
Dice Result: 

RANDOM ENCOUNTER:
Chance? 
 Roll for encounter
Encounter? 

RANDOM DIRECTION:
 Roll for random direction
Direction? 

DOUBLE REFLECTION:
 Roll for double reflection result
Result? 

RANDOM INSANITY:
 Roll for random insanity (and duration)
Insanity? 

RANDOM ANIMAL:
 Roll for random animal
Animal? 

RANDOM SUBSTANCE:
 Roll for random substance
Substance? 

RANDOM ELEMENT:
 Roll for random element
Element? 

RANDOM PLANE:
 Roll for random plane
Plane? 

RANDOM SUBJECT:
 Roll for random subject
Subject? 

RANDOM SKILL:
 Roll for random skill
Skill? 

RANDOM SOCIAL SKILL:
 Roll for random social skill
Social Skill? 

RANDOM RACE:
 Roll for random race
Race? 

RANDOM CLASS:
 Roll for random class
Class? 

RANDOM ALIGNMENT:
 Roll for random alignment
Class? 

ALIGNMENT COLOR:
Align? 
 Get Aura color
Aura Color? 

MAGIC CHAOS EFFECT:
 Roll magic chaos effect
Chaos Effect? 

RANDOM SPELL (1-20):
 Roll random spell (1-20)
Spell? 

RANDOM SPELL (by level):
Aura Level:  whole number (1-20)
 Roll random spell (by Aura level)
Spell? 

CREATURE SHEET CONFIG

Current Configuration:

Creature Sheet Style:   

Color Scheme(Color sheet only): 
Attack Verbosity:   

Switch Sheet: 

ABOUT

IMAGINE ROLE PLAYING™
For more information visit:
https://www.role-playing.com

Imagine Character Sheet (ICS)
(for Roll20 virtual table top)

Version: 1.0.320 (Release)

Developed by W. Michael Tenery III
Roll20 User Id: 101005
with help from Brian Carroll and Joshua Tenery

User Documentation: https://owncloud.role-playing.com/index.php/s/CUcnU01Dl3FWhSo
Version 1.0 features

Main Info Page (Name/Race/Gender/Class)
Main Info Page (Alignment/Tendencies)
Main Info Page (Experience)
Main Info Page (Attributes)
Main Info Page (Characteristics)
Main Info Page (Resistances)
Main Info Page (Movement)
Main Info Page (Racial Features)
Main Info Page (Handedness)
Main Info Page (Languages)
Main Info Page (GM:Optional EXP value)
Skills Page (Race Skills)
Skills Page (Social Skills)
Skills Page (Class Skills)
Skills Page (Common Skills)
Equipment Page (Money)
Equipment Page (Items, Free)
Equipment Page (Items, Loose)
Combat Page (Attack Charts)
Combat Page (Combat Modifiers)
Combat Page (Weapon Listing)
Combat Page (Attack Handling)
Combat Page (Weapon Modification Effects)
Combat Page (Magical Weapon Effects)
Combat Page (Weapon Parry)
Combat Page (Weapon/Missile Lore,2nd Weapon Know./Lore Handling.)
Combat Page (Lobbing Attacks)
Combat Page (Situational Modifiers)
Combat Page (Martial Know. Handling)
Combat Page (Martial Lore Handling)
Combat Page (Martial Stance Handling)
Combat Page (Grappling Handling)
Combat Page (Brawling Handling)
Combat Page (Natural Attack Handling)
Combat Page (Body Charts)
Combat Page (Shield Parry)
Combat Page (Body Parry)
Combat Page (Armor Equipping)
Combat Page (Damage Handling)
Combat Page (Healing Handling)
Combat Page (Armor Repair Handling)
Magic and Specials Page (Standard Abilities/Disabilities)
Magic and Specials Page (Standard Class Modifiers)
Magic and Specials Page (Social Skill Modifiers)
Magic and Specials Page (Commune/Endure chances)
Magic and Specials Page (Memorization Points)
Magic and Specials Page (Aura/Arcane/Invoking)
Magic and Specials Page (Mental Combat)
Magic and Specials Page (Temporary Modifiers)
Magic and Specials Page (Fatigue)
Magic and Specials Page (Consumables)
Magic and Specials Page (Lore)
Magic and Specials Page (Evoke Powers)
Magic and Specials Page (Invocations)
Magic and Specials Page (Spells)
Background and Journal (Free Input)
Character Configurator-Step 1 (Gender and Races)
Character Configurator-Step 2 (Attributes)
Character Configurator-Step 3 (Features/Other Race Mods)
Character Configurator-Step 4 (Handedness and Languages)
Character Configurator-Step 5 (Class)
Character Configurator-Step 6 (Skills)
Character Configurator-Step 7 (Alignment)
Character Configurator-Step 8 (Starting Money/Equipment/Lore)
Character Configurator-Step 9 (Faith/Name/Finish)
Character Updater (Add Exp)
Character Updater (Set Exp)
Character Updater (Set Title and Goal)
Character Updater (Level Up!)
Character Updater (Level Up - Check Arch Mortal Qualify)
Character Updater (Show Arch Mortal [11th Title] Qualify)
Character Updater (Add Weapon Proficiency)
Character Updater (Select Soldiering Weapon)
Character Updater (Select Weapon Lore Weapon)
Character Updater (Select Missile Lore Weapon)
Character Updater (Select 2nd Weapon Know. Weapon)
Character Updater (Select 2nd Weapon Lore Weapon)
Character Updater (Select Projectile Know. Proj.)
Character Updater (Select Projectile Lore Proj.)
Character Updater (Select Multi Missile Know. Combo)
Character Updater (Select Multi Missile Lore Combo)
Character Updater (Select Martial Know. Discipline)
Character Updater (Select Martial Lore Details)
Character Updater (Select Martial Know. Stance)
Character Updater (Select Martial Lore Stance)
Character Updater (Select Armor Know. Config.)
Character Updater (Select Armor Lore Config.)
Character Updater (Select Spell Mastery Spells)
Character Updater (Add New Racial Skill)
Character Updater (Add New Social Skill)
Character Updater (Train Up Racial Skill)
Character Updater (Train Up Social Skill)
Character Updater (Name Change)
Character Updater (Add/Update Languages)
Character Updater (Change Gender)
Character Updater (Change Faith)
Character Updater (Update Social Class)
Character Updater (Update Age)
Character Updater (Update Features: height, weight, eyes, hair, etc.)
Character Updater (Changeling Switch Race)
Character Updater (Formless New Host)
Character Updater (Formless Host Retention)
Character Updater (Formless Check Free Psyche)
Character Updater (Add/Remove Powers/Abilities)
Character Updater (Update Temporary Modifiers)
Character Sheet Config (Standard Sheet Style)
Character Sheet Config (Color Sheet Style)
Character Sheet Config (Equip Styles)
Character Sheet Config (Attack Verbosity Styles)
Character Sheet Config (Switch Sheet Type)
Character Sheet Config (GM: Show/Calc EXP Value)
About Info (This page)
(Overall) Races - One Race (Races A-X)
(Overall) Races - Half Races (Races A-X)
(Overall) Classes (A-W)
(Overall) GME Sheet
(Overall) Creature Sheet


@TODO for Version 2.0
Class Skills(Add skill details, non-acquired blocking: Slay, etc.)
Magic and Specials Page (Special Abilities)
Magic and Specials Page (Special Disabilities)
Background and Journal Page (Family Details)
Background and Journal Page (Special Background)
Background and Journal Page (Special Heritage)
Character Updater (Remove a Weapon Proficiency)
Character Updater (Insanity)
Character Configurator (Move Finish to Step 10)
Character Configurator-Step 9 (Specials:Abilities/Disabilities)
Character Configurator-Step 6.1 (0-Title Player characters)
Character Configurator-Step 6.2 (Professions/Bonus Skills)
Equipment Page (Items, Realistic)
@TODO for Version 3.0
Classes - Jack of All Trades
Races - Part Races (Races A-X)
Races - Multi Races(3) (Races A-X)
Character Configurator-Step 6.3 (Specialists)
Character Updater (Subclass)
Character Updater (Orders)
Character Updater (Arch Orders)
Character Updater (Grand Orders)

@TODO for Version X.XX
Races - Trace Race (Races A-X)
Races - Multi Races(4) (Races A-X)
Character Updater (Incarnate Templates)
Character Updater (Undead Templates)
Character Updater (Returned Templates)
Character Updater (Demi-God Templates)
Character Configurator-Step 6.3 (Multi-class Characters)
Racial Name Generator
Guided Character Creation

@BUGS(Known)
*Duplicate Customized Equipment Loss. Sheet:Equipment, Minor:workaround exists
Item lost after customizing two base items the same way separately
and then moving 1 of them to a different list in the equipment sheet.
  A) Customize an item with a base item name.
  B) Customize a second item with the same base item name the same way.
  C) 2 items will now be in the equipment list they were created in.
    They will have the same full name but be shown twice.
  D) Move 1 of them to any other equipment list.
  Result: 1 item gets moved, 1 item is lost.
  Workaround 1: When customizing 2 items the same way, set the number to 2
  and do both at once.
  Workaround 2: When customizing a second item the same way, move 1 item to
  different list and make the new item in a seperate list. Then move either item
  to the same list as the other. Their numbers will combine without item loss.

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